Merge branch 'SP3-6-c-scripting' into SP3-6-CSharpStaticReset

This commit is contained in:
Kah Wei 2023-02-03 17:05:56 +08:00
commit 929bfa8a54
134 changed files with 10714 additions and 4885 deletions

2
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Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 0.0500000007, y: 0.0500000007, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: -0.34906584}
IsActive: true
Scripts: ~
- EID: 141
Name: Piece3
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -0.0166685581, y: -0.0367090404, z: 0.0114421844}
Rotate: {x: 0, y: 3.6088712e-09, z: 1.97286229e-16}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 135945648
Material: 131956078
IsActive: true
RigidBody Component:
Type: Dynamic
Drag: 0.00999999978
Angular Drag: 0.00999999978
Use Gravity: true
Interpolate: true
Sleeping Enabled: true
Freeze Position X: false
Freeze Position Y: false
Freeze Position Z: false
Freeze Rotation X: false
Freeze Rotation Y: false
Freeze Rotation Z: false
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 0.0500000007, y: 0.0500000007, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: -0.261799395}
IsActive: true
Scripts: ~
- EID: 140
Name: Piece4
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0.020128727, y: -0.0155199468, z: -0.0045747757}
Rotate: {x: 0, y: 3.6088712e-09, z: 1.97286229e-16}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 141722646
Material: 131956078
IsActive: true
RigidBody Component:
Type: Dynamic
Drag: 0.00999999978
Angular Drag: 0.00999999978
Use Gravity: true
Interpolate: true
Sleeping Enabled: true
Freeze Position X: false
Freeze Position Y: false
Freeze Position Z: false
Freeze Rotation X: false
Freeze Rotation Y: false
Freeze Rotation Z: false
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 0.0500000007, y: 0.0500000007, z: 0.0500000007}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: -1.04719758}
IsActive: true
Scripts: ~
- EID: 15
Name: ====ScoreZonePool====
IsActive: true
@ -8966,8 +9485,6 @@
Scripts:
- Type: GameManager
Enabled: true
itemPool: 240
zonePool: 15
winScene: 92009475
loseScene: 91685359
currGameState: 0
@ -9087,7 +9604,7 @@
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 0.700000048, z: 0.200000286}
Translate: {x: 0, y: 0.899999976, z: 0.200000286}
Rotate: {x: 0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
@ -9206,7 +9723,7 @@
- Type: Breakable
Enabled: true
threshHold: 0.100000001
force: 1
ignoreRaccoon: false
- EID: 196
Name: Piece1
IsActive: true
@ -9415,7 +9932,7 @@
- Type: Breakable
Enabled: true
threshHold: 0.100000001
force: 1
ignoreRaccoon: false
- EID: 65703
Name: Piece1
IsActive: true
@ -9624,7 +10141,7 @@
- Type: Breakable
Enabled: true
threshHold: 0.100000001
force: 1
ignoreRaccoon: false
- EID: 65708
Name: Piece1
IsActive: true

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,210 @@
- EID: 0
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 7, z: 0}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 0.999999344, y: 0.999999821, z: 0.999999523}
IsActive: true
RigidBody Component:
Type: Dynamic
Drag: 0.00999999978
Angular Drag: 0.100000001
Use Gravity: false
Interpolate: true
Sleeping Enabled: true
Freeze Position X: false
Freeze Position Y: false
Freeze Position Z: false
Freeze Rotation X: false
Freeze Rotation Y: false
Freeze Rotation Z: false
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts:
- Type: PhysicsTestObj
Enabled: true
forceAmount: 50
torqueAmount: 500
- EID: 1
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 4, z: 0}
Rotate: {x: -0, y: 0, z: -0.436332315}
Scale: {x: 4.5999999, y: 1, z: 1}
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 2
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Camera Component:
Position: {x: 0, y: 2, z: 7}
Pitch: 0
Yaw: 0
Roll: 0
Width: 1920
Height: 1080
Near: 0.00999999978
Far: 10000
Perspective: true
IsActive: true
Scripts: ~
- EID: 65539
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2.70000005, y: 0.5, z: 0}
Rotate: {x: -0, y: 0, z: 0.436332315}
Scale: {x: 4.5999999, y: 1, z: 1}
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 4
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: -1.70000005, z: 0}
Rotate: {x: -0, y: 0, z: 0}
Scale: {x: 10, y: 0.5, z: 10}
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 5
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -4.80000019, y: 3, z: 0}
Rotate: {x: -0, y: 0, z: 1.57079637}
Scale: {x: 10, y: 0.5, z: 10}
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 65542
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 4.80000019, y: 3, z: 0}
Rotate: {x: -0, y: 0, z: 1.57079637}
Scale: {x: 10, y: 0.5, z: 10}
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 7
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 0, z: 3}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
RigidBody Component:
Type: Dynamic
Drag: 0.00999999978
Angular Drag: 0.100000001
Use Gravity: true
Interpolate: true
Sleeping Enabled: true
Freeze Position X: false
Freeze Position Y: false
Freeze Position Z: false
Freeze Rotation X: false
Freeze Rotation Y: false
Freeze Rotation Z: false
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~

View File

@ -0,0 +1,3 @@
Name: PhysicsTest
ID: 97086054
Type: 5

View File

@ -95,6 +95,9 @@ public partial class LeafAttack : BehaviourTreeNode
//Catch player when in range for long enough
//Debug.Log("Success: Caught");
player.GetScript<PlayerController>().currentState = PlayerController.RaccoonStates.CAUGHT;
if (player.GetScript<PlayerController>().stateMachine && !player.GetScript<PlayerController>().stateMachine.IsState(typeof(PlayerCaughtState)))
player.GetScript<PlayerController>().stateMachine.SetState(typeof(PlayerCaughtState));
status = BehaviourTreeNodeStatus.SUCCESS;
onExit(BehaviourTreeNodeStatus.SUCCESS);
return status;

View File

@ -159,7 +159,7 @@ public partial class LeafSearch : BehaviourTreeNode
//Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable
Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.PositionOffset;
Ray sightRay = new Ray(eyePosition, rayDestination - eyePosition);
RaycastHit sightRayHit = Physics.Raycast(sightRay);
RaycastHit sightRayHit = Physics.Raycast(sightRay, false, (ushort)65535)[0];
//As of November 2022, RaycastHit contains only the FIRST object hit by
//the ray in the Other GameObject data member
//Diren may likely add ALL objects hit by the ray over December

View File

@ -7,12 +7,13 @@ using System.Xml.Linq;
public class Breakable : Script
{
public float threshHold = 1.0f;
public float force = 2.0f;
public bool ignoreRaccoon = false;
private RigidBody rb;
private Transform trans;
private bool isBreak = false;
public bool isBreak { get; set; }
private List<GameObject> itemPieces = new List<GameObject>();
private Random ran = new Random();
protected override void awake()
{
rb = GetComponent<RigidBody>();
@ -28,6 +29,8 @@ public class Breakable : Script
itemPieces.Add(pieces);
pieces.SetActive(false);
}
isBreak = false;
}
protected override void update()
@ -38,9 +41,14 @@ public class Breakable : Script
protected override void onCollisionEnter(CollisionInfo info)
{
if (ignoreRaccoon && info.GameObject.GetScript<PlayerController>())
return;
if (rb.LinearVelocity.GetSqrMagnitude() > threshHold)
{
isBreak = true;
if(GameObject.GetScript<Item>())
GameManager.Instance.totalItemCount -= 1;
}
}
protected override void onTriggerEnter(CollisionInfo info)
@ -54,12 +62,14 @@ public class Breakable : Script
{
item.SetActive(true);
item.GetComponent<Transform>().GlobalPosition = trans.LocalPosition + item.GetComponent<Transform>().LocalPosition;
if (item.GetScript<Item>())
GameManager.Instance.totalItemCount += 1;
GameObject gO = item;
gO.Parent = GameObject.Null;
}
isBreak = false;
Audio.PlaySFXOnce2D("event:/Props/impact_break");
Owner.SetActive(false);
GameObject.SetActive(false);
}
}

View File

@ -12,33 +12,65 @@ public class Item : Script
public int Score = 10;
public ItemCategory currCategory;
private RigidBody rb;
private bool once = false;
public bool returnBack { get; set; }
private Transform transform;
private bool playSound = false;
private bool caputurePos = false;
private Vector3 firstPostion;
private Collider collider;
public float density = 1.0f;
public bool dontReturn = false;
protected override void awake()
{
rb = GetComponent<RigidBody>();
transform = GetComponent<Transform>();
collider = GetComponent<Collider>();
if(collider)
collider.GetCollisionShape(0).Density = density;
returnBack = false;
}
protected override void start()
{
GameManager.Instance.totalItemCount += 1;
}
protected override void update()
{
if (returnBack && !dontReturn)
{
transform.LocalPosition = firstPostion;
returnBack = false;
}
}
protected override void onCollisionEnter(CollisionInfo info)
{
if (once)
if (!caputurePos)
{
firstPostion = transform.LocalPosition;
caputurePos = true;
}
if (playSound)
{
if(currCategory == ItemCategory.LIGHT)
Audio.PlaySFXOnce2D("event:/Props/impact_elastic");
else if (currCategory == ItemCategory.MEDIUM || currCategory == ItemCategory.HEAVY)
Audio.PlaySFXOnce2D("event:/Props/impact_hard");
once = false;
playSound = false;
}
if (info.GameObject.GetScript<Homeowner1>())
{
returnBack = true;
}
}
protected override void onCollisionExit(CollisionInfo info)
{
once = true;
playSound = true;
}
}

View File

@ -1,6 +1,7 @@
using SHADE;
using SHADE_Scripting;
using System;
using System.Collections.Generic;
using static PlayerController;
using static Item;
@ -203,11 +204,22 @@ public class PickAndThrow : Script
Vector3 playerRayPos = pc.tranform.GlobalPosition;
playerRayPos.y += 0.05f;
dirNor.Normalise();
RaycastHit ray1 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(22.5f))), rayDistance);
RaycastHit ray2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance);
RaycastHit ray3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f);
List<RaycastHit> rayList1 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(22.5f))), rayDistance, false, (ushort)65535);
List<RaycastHit> rayList2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance, false, (ushort)65535);
List<RaycastHit> rayList3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f, false, (ushort)65535);
if (rayList1.Count > 0 && rayList2.Count > 0 && rayList3.Count > 0)
{
RaycastHit ray1 = rayList1[0];
RaycastHit ray2 = rayList2[0];
RaycastHit ray3 = rayList3[0];
inRange = CheckForItem(ray1) || CheckForItem(ray2) || CheckForItem(ray3);
}
else
{
inRange = false;
}
}
}
private bool CheckForItem(RaycastHit ray)
@ -223,7 +235,6 @@ public class PickAndThrow : Script
return false;
}
return false;
}

View File

@ -31,7 +31,7 @@ public class PlayerController : Script
public Camera cam { get; set; }
public CameraArm camArm { get; set; }
private PickAndThrow pat;
private StateMachine stateMachine;
public StateMachine stateMachine;
public bool holdItem { get; set; }
public bool isAiming { get; set; }
@ -370,6 +370,13 @@ public class PlayerController : Script
if (stateMachine && !stateMachine.IsState(typeof(PlayerIdleState)))
stateMachine.SetState(typeof(PlayerIdleState));
tranform.LocalPosition = respawnPoint.GetComponent<Transform>().LocalPosition;
if (pat && pat.item.GetScript<Item>())
{
holdItem = false;
isAiming = false;
pat.item.GetScript<Item>().returnBack = true;
}
}
}

View File

@ -11,9 +11,6 @@ public class GameManager : Script
LOSE
}
public GameObject itemPool;
public GameObject zonePool;
public uint winScene = 92009475;
public uint loseScene = 91685359;
@ -26,49 +23,29 @@ public class GameManager : Script
[NonSerialized]
public float timer;
private IEnumerable<Item> listOfItems;
private IEnumerable<ScoringZone> listOfZone;
public GameObject scoreText;
public GameObject timeText;
private bool once = true;
public static GameManager Instance { get; private set; }
protected override void awake()
{
if (Instance != null && Instance != this)
RemoveScript<GameManager>();
else
Instance = this;
Audio.PlayBGMOnce2D("event:/Music/player_undetected");
Audio.PlayBGMOnce2D("event:/Ambience/roomtone_kitchen");
totalItemCount = 0;
Score = 0;
currGameState = GameState.START;
}
protected override void update()
{
Cheats();
if (once)
{
if (itemPool)
{
listOfItems = itemPool.GetScriptsInChildren<Item>();
if (listOfItems != null)
foreach (Item i in listOfItems)
totalItemCount += 1;
}
if (zonePool)
{
listOfZone = zonePool.GetScriptsInChildren<ScoringZone>();
if (listOfZone != null)
foreach (ScoringZone sz in listOfZone)
sz.gameManger = Owner.GetScript<GameManager>();
}
once = false;
}
if (currGameState == GameState.START)
{
timer -= Time.DeltaTimeF;
@ -77,7 +54,7 @@ public class GameManager : Script
if(timeText)
timeText.GetComponent<TextRenderable>().Text = $"Time Left: {timer.ToString("0.00")}";
if ((timer > 0 && totalItemCount <= 0) || Input.GetKeyDown(Input.KeyCode.F1))
if ((timer > 0 && totalItemCount < 0) || Input.GetKeyDown(Input.KeyCode.F1))
{
currGameState = GameState.WIN;
Audio.StopAllSounds();
@ -94,6 +71,12 @@ public class GameManager : Script
}
}
protected override void onDestroy()
{
if (Instance == this)
Instance = null;
}
private void Cheats()
{
if (Input.GetKeyDown(Input.KeyCode.Escape))

View File

@ -2,7 +2,6 @@
using System;
public class ScoringZone : Script
{
public GameManager gameManger { get; set; }
protected override void awake()
{
@ -10,11 +9,11 @@ public class ScoringZone : Script
protected override void onTriggerEnter(CollisionInfo info)
{
if (gameManger && info.GameObject.GetScript<Item>())
if (GameManager.Instance && info.GameObject.GetScript<Item>())
{
Audio.PlaySFXOnce2D("event:/Music/stingers/item_scored");
gameManger.Score += info.GameObject.GetScript<Item>().Score;
gameManger.totalItemCount -= 1;
GameManager.Instance.Score += info.GameObject.GetScript<Item>().Score;
GameManager.Instance.totalItemCount -= 1;
info.GameObject.SetActive(false);
}
}

View File

@ -0,0 +1,119 @@
using SHADE;
using System;
using System.Collections.Generic;
using static Item;
public class PhysicsTestObj : Script
{
public RigidBody body { get; set; }
public Collider collider { get; set; }
// Movement input booleans
public enum Direction
{
UP,
DOWN,
FORWARD,
BACK,
LEFT,
RIGHT
};
internal bool[] move = new bool[6];
internal bool[] rotate = new bool[6];
internal Vector3[] moveVec = new Vector3[6]
{
Vector3.Up,
Vector3.Down,
Vector3.Back,
Vector3.Forward,
Vector3.Left,
Vector3.Right
};
internal Vector3[] rotateVec = new Vector3[6]
{
Vector3.Right,
Vector3.Left,
Vector3.Forward,
Vector3.Down,
Vector3.Up,
Vector3.Down
};
internal Input.KeyCode[] moveInputKeys = new Input.KeyCode[6]
{
Input.KeyCode.Space,
Input.KeyCode.LeftControl,
Input.KeyCode.W,
Input.KeyCode.S,
Input.KeyCode.A,
Input.KeyCode.D
};
internal Input.KeyCode[] rotateInputKeys = new Input.KeyCode[6]
{
Input.KeyCode.I,
Input.KeyCode.K,
Input.KeyCode.U,
Input.KeyCode.O,
Input.KeyCode.J,
Input.KeyCode.L
};
public float forceAmount = 50.0f;
public float torqueAmount = 500.0f;
protected override void awake()
{
body = GetComponent<RigidBody>();
collider = GetComponent<Collider>();
for (int i = 0; i < 6; ++i)
{
move[i] = false;
rotate[i] = false;
}
}
protected override void update()
{
Ray colliderRay = new Ray();
colliderRay.Direction = Vector3.Right;
Physics.ColliderRaycast(collider.Owner, colliderRay, false, 8);
for (int i = 0; i < 6; ++i)
{
if (Input.GetKeyDown(moveInputKeys[i]))
move[i] = true;
if (Input.GetKeyDown(rotateInputKeys[i]))
rotate[i] = true;
}
}
protected override void fixedUpdate()
{
for (int i = 0; i < 6; ++i)
{
bool shouldMove = move[i];
bool shouldRotate = rotate[i];
if (shouldMove)
{
//Vector3 offset = new Vector3(0.25f, 0.0f, 0.0f);
//rb.AddForceAtLocalPos(moveVec[i] * forceAmount, offset);
body.AddForce(moveVec[i] * forceAmount);
move[i] = false;
}
if (shouldRotate)
{
body.AddTorque(rotateVec[i] * torqueAmount);
rotate[i] = false;
}
}
}
}

View File

@ -0,0 +1,3 @@
Name: PhysicsTestObj
ID: 163401492
Type: 9

View File

@ -33,18 +33,11 @@ layout (std430, set = 2, binding = 0) buffer MaterialProperties // For mater
MatPropData data[];
} MatProp;
layout(location = 0) out vec4 position;
layout(location = 0) out vec4 fragColor;
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 = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
fragColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
outEntityID = In2.eid;
lightLayerIndices = In2.lightLayerIndex;
}

Binary file not shown.

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@ -119,11 +119,11 @@ namespace Sandbox
SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostLogicUpdate>();
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPreUpdate>();
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsFixedUpdate>();
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsUpdate>();
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPostUpdate>();
#ifndef _PUBLISH
SHSystemManager::RegisterRoutine<SHPhysicsDebugDrawSystem, SHPhysicsDebugDrawSystem::PhysicsDebugDrawRoutine>();
SHSystemManager::RegisterRoutine<SHPhysicsDebugDrawSystem, SHPhysicsDebugDrawSystem::PhysicsDebugDraw>();
#endif
SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostPhysicsUpdate>();
@ -206,27 +206,6 @@ namespace Sandbox
#else
SHSystemManager::RunRoutines(false, SHFrameRateController::GetRawDeltaTime());
#endif
// TODO: Move into an Editor menu
static bool drawContacts = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F9))
{
drawContacts = !drawContacts;
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACT_POINTS, drawContacts);
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACT_NORMALS, drawContacts);
}
static bool drawColliders = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F10))
{
drawColliders = !drawColliders;
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::COLLIDER, drawColliders);
}
static bool drawRays = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F11))
{
drawRays = !drawRays;
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS, drawRays);
}
}
// Finish all graphics jobs first
graphicsSystem->AwaitGraphicsExecution();

View File

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

View File

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

View File

@ -27,6 +27,7 @@
#include "Libraries/Compilers/SHShaderSourceCompiler.h"
#include "Filesystem/SHFileSystem.h"
#include <rttr/registration.h>
namespace SHADE
{
@ -733,3 +734,25 @@ namespace SHADE
}
}
}
namespace rttr
{
using namespace SHADE;
RTTR_REGISTRATION
{
registration::enumeration<AssetType>("Asset Type")
(
value("Invalid", AssetType::INVALID),
value("Shader", AssetType::SHADER),
value("Shader [Built-In]", AssetType::SHADER_BUILT_IN),
value("Texture", AssetType::TEXTURE),
value("Model", AssetType::MODEL),
value("Scene", AssetType::SCENE),
value("Prefab", AssetType::PREFAB),
value("Material", AssetType::MATERIAL),
value("Mesh", AssetType::MESH),
value("Script", AssetType::SCRIPT),
value("Font", AssetType::FONT)
);
}
}

View File

@ -10,7 +10,6 @@
#include "Scene/SHSceneManager.h"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Editor/SHEditor.h"
#include "Math/Geometry/SHBox.h"
#include "Math/SHRay.h"
#include "Physics/System/SHPhysicsSystem.h"
@ -162,9 +161,6 @@ namespace SHADE
SHTransformComponent* transform = SHComponentManager::GetComponent_s<SHTransformComponent>(pivot.GetEID());
auto physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (camera == nullptr || transform == nullptr)
return;
@ -180,29 +176,28 @@ namespace SHADE
camera->dirtyView = true;
}*/
pivot.ray.position = camera->GetPosition() + pivot.targetOffset;
pivot.ray.direction = SHVec3::Normalise((camera->position + offset)- pivot.ray.position);
//SHLOG_INFO("Ray position: {},{},{} direction:{},{},{}",pivot.ray.position.x, pivot.ray.position.y, pivot.ray.position.z,pivot.ray.direction.x, pivot.ray.direction.y, pivot.ray.direction.z)
auto result = physicsSystem->Raycast(pivot.ray );
if (result && result.distance < pivot.GetArmLength())
{
SHVec3 newOffset = SHVec3{ 0.0f,0.0f, result.distance * 0.8f };
newOffset = SHVec3::RotateX(newOffset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
newOffset = SHVec3::RotateY(newOffset, (SHMath::DegreesToRadians(pivot.GetYaw())));
pivot.offset = newOffset;
//SHLOG_INFO("CAMERA COLLISION HIT, {}", result.distance);
}
else
{
//SHLOG_INFO("CAMERA COLLISION CANT HIT CAMERA");
}
//auto result = physicsSystem->Raycast(pivot.ray);
//if (result && result.distance < pivot.GetArmLength())
//{
//
// SHVec3 newOffset = SHVec3{ 0.0f,0.0f, result.distance * 0.8f };
// newOffset = SHVec3::RotateX(newOffset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
// newOffset = SHVec3::RotateY(newOffset, (SHMath::DegreesToRadians(pivot.GetYaw())));
// pivot.offset = newOffset;
// //SHLOG_INFO("CAMERA COLLISION HIT, {}", result.distance);
//}
//else
//{
// //SHLOG_INFO("CAMERA COLLISION CANT HIT CAMERA");
//}
//
//
// pivot.rtMatrix = SHMatrix::Inverse(pivot.rtMatrix);
@ -314,7 +309,7 @@ namespace SHADE
camera.orthoProjMatrix(3, 3) = 1.0f;
//camera.perspProjMatrix = SHMatrix::OrthographicLH(9.0f, 9.0f, 0.1f, 20.0f);
camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
//camera.orthoProjMatrix = SHMatrix::OrthographicLH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
//camera.perspProjMatrix = SHMatrix::OrthographicLH(5.0f, 5.0f, 0.1f, 20.0f);
//camera.projMatrix.Transpose();

View File

@ -16,6 +16,9 @@
#include "Editor/EditorWindow/SHEditorWindowManager.h"
#include "Scripting/SHVSUtilities.h"
#include "Scripting/SHScriptEngine.h"
#include "Tools/Utilities/SHStringUtilities.h"
#include <filesystem>
#include <rttr/type>
namespace SHADE
{
@ -27,6 +30,13 @@ namespace SHADE
void SHAssetBrowser::Init()
{
SHEditorWindow::Init();
rttr::array_range<rttr::string_view> typeNames = typeEnumAlign.get_names();
for(auto const& name : typeNames)
{
uint64_t val = typeEnumAlign.name_to_value(name).to_uint64();
typeFilters[val] = true;
}
}
void SHAssetBrowser::Update()
@ -34,7 +44,10 @@ namespace SHADE
SHEditorWindow::Update();
if (Begin())
{
RecursivelyDrawTree(rootFolder);
for(auto subFolder : rootFolder->subFolders)
{
RecursivelyDrawTree(subFolder);
}
DrawMenuBar();
DrawCurrentFolder();
DrawAssetBeingCreated();
@ -50,6 +63,11 @@ namespace SHADE
refreshQueued = true;
}
void SHAssetBrowser::SetScrollTo(AssetID assetid)
{
assetToScrollTo = assetid;
}
void SHAssetBrowser::Refresh() noexcept
{
SHAssetManager::RefreshDirectory();
@ -69,6 +87,7 @@ namespace SHADE
{
isAssetBeingCreated = true;
}
DrawAssetBrowserFilter();
ImGui::EndMenuBar();
}
}
@ -81,13 +100,34 @@ namespace SHADE
auto files = folder->files;
const bool isSelected = std::ranges::find(selectedFolders, folder) != selectedFolders.end();
ImGuiTreeNodeFlags flags = (subFolders.empty() && files.empty()) ? ImGuiTreeNodeFlags_Leaf : ImGuiTreeNodeFlags_OpenOnArrow;
if(!filter.empty() && (!subFolders.empty() || !files.empty()))
{
ImGui::SetNextItemOpen(true);
}
if (isSelected)
flags |= ImGuiTreeNodeFlags_Selected;
if (folder == rootFolder)
flags |= ImGuiTreeNodeFlags_DefaultOpen;
bool isOpen = ImGui::TreeNodeEx(folder, flags, "%s %s", ICON_MD_FOLDER, folder->name.data());
ImGuiID folderID = ImGui::GetItemID();
if(assetToScrollTo != 0)
{
if(auto asset = SHAssetManager::GetAsset(assetToScrollTo))
{
if(!asset->path.empty())
{
ImGui::SetNextItemOpen(SHStringUtilities::StringFindInsensitive(asset->path.string(), folder->name.data()) != std::string::npos);
}
else if(auto parent = SHAssetManager::GetAsset(asset->parent))
{
ImGui::SetNextItemOpen(SHStringUtilities::StringFindInsensitive(parent->path.string(), folder->name.data()) != std::string::npos);
}
}
}
bool isOpen = false;
if(filter.empty())
isOpen = ImGui::TreeNodeEx(folder, flags, "%s %s", ICON_MD_FOLDER, folder->name.data());
const ImRect nodeRect = ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
//if (ImGui::BeginPopupContextItem())
@ -101,7 +141,7 @@ namespace SHADE
selectedFolders.push_back(folder);
}
if (isOpen)
if (isOpen || !filter.empty())
{
const ImColor treeLineColor = ImGui::GetColorU32(ImGuiCol_CheckMark);
const float horizontalOffset = 0.0f;
@ -127,6 +167,7 @@ namespace SHADE
}
drawList->AddLine(vertLineStart, vertLineEnd, treeLineColor, 1);
if(filter.empty())
ImGui::TreePop();
}
return nodeRect;
@ -167,8 +208,26 @@ namespace SHADE
{
ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf;
static constexpr std::string_view icon = ICON_MD_FILE_PRESENT;
bool highlighted = false;
if (!filter.empty())
{
if (SHStringUtilities::StringFindInsensitive(file.name.data(), filter) == std::string::npos)
{
return ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
}
else
{
highlighted = true;
ImGui::PushStyleColor(ImGuiCol_Text, highlightedColor);
}
}
ImGui::PushID(file.name.data());
bool const isOpen = ImGui::TreeNodeEx(file.name.data(), flags, "%s %s%s", icon.data(), file.name.data(), file.ext.data());
if(highlighted)
{
ImGui::PopStyleColor();
}
const ImRect nodeRect = ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
if(ImGui::BeginPopupContextItem())
{
@ -194,6 +253,27 @@ namespace SHADE
{
if (asset == nullptr)
return ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
if (!typeFilters[static_cast<uint64_t>(asset->type)])
{
return ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
}
bool highlighted = false;
if(!filter.empty())
{
ImGui::SetNextItemOpen(true);
if(SHStringUtilities::StringFindInsensitive(asset->name.data(), filter) == std::string::npos)
{
return ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
}
else
{
highlighted = true;
ImGui::PushStyleColor(ImGuiCol_Text, highlightedColor);
}
}
const bool isSelected = std::ranges::find(selectedAssets, asset->id) != selectedAssets.end();
ImGuiTreeNodeFlags flags = (!asset->subAssets.empty()) ? ImGuiTreeNodeFlags_OpenOnArrow : ImGuiTreeNodeFlags_Leaf;
if (isSelected)
@ -215,7 +295,33 @@ namespace SHADE
default:;
}
if(assetToScrollTo != 0)
{
if(asset->id == assetToScrollTo)
{
ImGui::SetScrollHereY();
selectedAssets.clear();
selectedAssets.push_back(asset->id);
assetToScrollTo = 0;
}
else
{
for (auto const& subAsset : asset->subAssets)
{
if(subAsset->id == assetToScrollTo)
{
ImGui::SetNextItemOpen(true);
}
}
}
}
bool const isOpen = ImGui::TreeNodeEx(asset, flags, "%s %s%s", icon.data(), asset->name.data(), ext.data());
if(highlighted)
{
ImGui::PopStyleColor();
}
const ImRect nodeRect = ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
if (SHDragDrop::BeginSource())
{
@ -339,4 +445,43 @@ namespace SHADE
// QueueRefresh();
//}
}
void SHAssetBrowser::DrawAssetBrowserFilter()
{
if (ImGui::InputTextWithHint("##hierarchyPanelFilter", "Filter", &filter))
{
}
if (ImGui::Button("x"))
{
filter.clear();
}
if(ImGui::BeginMenu("Type"))
{
if (ImGui::Button("All"))
{
for (auto& [id, value] : typeFilters)
value = true;
}
ImGui::SameLine();
if (ImGui::Button("None"))
{
for (auto& [id, value] : typeFilters)
value = false;
}
for (auto& [id, value] : typeFilters)
{
if(ImGui::Checkbox(typeEnumAlign.value_to_name(id).data(), &value))
{
}
if(ImGui::IsItemClicked(ImGuiMouseButton_Right))
{
for (auto& [id2, value2] : typeFilters)
value2 = false;
value = true;
}
}
ImGui::EndMenu();
}
}
}

View File

@ -4,18 +4,21 @@
#include "Assets/SHAsset.h"
#include "Editor/EditorWindow/SHEditorWindow.h"
#include "Filesystem/SHFolder.h"
#include <rttr/enumeration.h>
namespace SHADE
{
class SHAssetBrowser final : public SHEditorWindow
{
public:
static constexpr ImVec4 highlightedColor = ImVec4(0.f, 0.7f, 0.0f, 1.0f);
SHAssetBrowser();
void Init();
void Update();
void QueueRefresh() noexcept;
void SetScrollTo(AssetID assetid);
private:
void DrawMenuBar();
ImRect RecursivelyDrawTree(FolderPointer folder);
@ -23,6 +26,7 @@ namespace SHADE
ImRect DrawFile(SHFile& file) noexcept;
ImRect DrawAsset(SHAsset const* const asset, FileExt const& ext = "") noexcept;
void DrawAssetBeingCreated() noexcept;
void DrawAssetBrowserFilter();
void Refresh() noexcept;
@ -30,9 +34,13 @@ namespace SHADE
std::vector<FolderPointer> selectedFolders;
std::vector<AssetID> selectedAssets;
static constexpr float tileWidth = 50.0f;
static constexpr std::string_view newAssetPopup = "Create New Asset";
std::string nameOfAssetBeingCreated, filter;
rttr::enumeration typeEnumAlign = rttr::type::get<AssetType>().get_enumeration();
std::unordered_map<uint64_t, bool> typeFilters;
AssetID assetToScrollTo = 0;
bool refreshQueued = false;
bool isAssetBeingCreated = false;
static constexpr std::string_view newAssetPopup = "Create New Asset";
std::string nameOfAssetBeingCreated;
};
}

View File

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

View File

@ -15,11 +15,11 @@
namespace SHADE
{
class SHSceneNode;
constexpr ImVec4 highlightedColor = ImVec4(0.f, 0.7f, 0.0f, 1.0f);
class SHHierarchyPanel final : public SHEditorWindow
{
public:
static constexpr ImVec4 highlightedColor = ImVec4(0.f, 0.7f, 0.0f, 1.0f);
SHHierarchyPanel();
void Init() override;
void Update() override;

View File

@ -18,12 +18,15 @@
#include "Physics/Interface/SHColliderComponent.h"
#include "Reflection/SHReflectionMetadata.h"
#include "Resource/SHResourceManager.h"
#include "Physics/Collision/SHCollisionTagMatrix.h"
#include "Physics/Collision/CollisionTags/SHCollisionTagMatrix.h"
#include "Serialization/SHSerializationHelper.hpp"
#include "Tools/Utilities/SHClipboardUtilities.h"
#include "SHInspectorCommands.h"
#include "Physics/Collision/SHCollisionTagMatrix.h"
#include "Animation/SHAnimatorComponent.h"
#include "Physics/Collision/Shapes/SHBox.h"
#include "Physics/Collision/Shapes/SHSphere.h"
#include "../SHEditorWindowManager.h"
#include "../AssetBrowser/SHAssetBrowser.h"
namespace SHADE
{
template<typename T>
@ -302,7 +305,7 @@ namespace SHADE
{
SHEditorWidgets::DragVec3("Force", { "X", "Y", "Z" }, [component] {return component->GetForce(); }, [](SHVec3 const& value) {}, false, "Force", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
SHEditorWidgets::DragVec3("Torque", { "X", "Y", "Z" }, [component] {return component->GetTorque(); }, [](SHVec3 const& value) {}, false, "Torque", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
SHEditorWidgets::CheckBox("Is Asleep", [component] {return component->GetIsSleeping(); }, [](bool value) {}, "If the Rigid Body is asleep");
SHEditorWidgets::CheckBox("Is Asleep", [component] {return component->IsSleeping(); }, [](bool value) {}, "If the Rigid Body is asleep");
}
}
@ -334,6 +337,8 @@ namespace SHADE
{
DrawContextMenu(component);
SHEditorWidgets::CheckBox("Draw Colliders", [component] { return component->GetDebugDrawState(); }, [component](bool value) { component->SetDebugDrawState(value); });
auto& colliders = component->GetCollisionShapes();
int const size = static_cast<int>(colliders.size());
ImGui::BeginChild("Collision Shapes", { 0.0f, colliders.empty() ? 1.0f : 250.0f }, true);
@ -341,57 +346,57 @@ namespace SHADE
for (int i{}; i < size; ++i)
{
ImGui::PushID(i);
SHCollisionShape* collider = &component->GetCollisionShape(i);
SHCollisionShape* collisionShape = &component->GetCollisionShape(i);
auto cursorPos = ImGui::GetCursorPos();
if (collider->GetType() == SHCollisionShape::Type::BOX)
if (collisionShape->GetType() == SHCollisionShape::Type::BOX)
{
SHEditorWidgets::BeginPanel(std::format("{} Box #{}", ICON_FA_CUBE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
const auto* BOX = reinterpret_cast<const SHBox*>(collider->GetShape());
auto* boxShape = dynamic_cast<SHBox*>(collisionShape);
SHEditorWidgets::DragVec3
(
"Half Extents", { "X", "Y", "Z" },
[BOX] { return BOX->GetRelativeExtents(); },
[collider](SHVec3 const& vec) { collider->SetBoundingBox(vec); });
[boxShape] { return boxShape->GetRelativeExtents(); },
[boxShape](SHVec3 const& vec) { boxShape->SetRelativeExtents(vec); });
}
else if (collider->GetType() == SHCollisionShape::Type::SPHERE)
else if (collisionShape->GetType() == SHCollisionShape::Type::SPHERE)
{
SHEditorWidgets::BeginPanel(std::format("{} Sphere #{}", ICON_MD_CIRCLE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
const auto* SPHERE = reinterpret_cast<const SHSphere*>(collider->GetShape());
auto* sphereShape = dynamic_cast<SHSphere*>(collisionShape);
SHEditorWidgets::DragFloat
(
"Radius",
[SPHERE] { return SPHERE->GetRelativeRadius(); },
[collider](float const& value) { collider->SetBoundingSphere(value); });
[sphereShape] { return sphereShape->GetRelativeRadius(); },
[sphereShape](float const& value) { sphereShape->SetRelativeRadius(value); });
}
else if (collider->GetType() == SHCollisionShape::Type::CAPSULE)
{
//else if (collisionShape->GetType() == SHCollisionShape::Type::CAPSULE)
//{
}
//}
{
SHEditorWidgets::CheckBox("Is Trigger", [collider] { return collider->IsTrigger(); }, [collider](bool value) { collider->SetIsTrigger(value); });
SHEditorWidgets::ComboBox("Tag", collisionTagNames, [collider]{return SHCollisionTagMatrix::GetTagIndex(collider->GetCollisionTag().GetName());}, [collider](int const& value){collider->SetCollisionTag(SHCollisionTagMatrix::GetTag(value));});
SHEditorWidgets::CheckBox("Is Trigger", [collisionShape] { return collisionShape->IsTrigger(); }, [collisionShape](bool value) { collisionShape->SetIsTrigger(value); });
SHEditorWidgets::ComboBox("Tag", collisionTagNames, [collisionShape]{return SHCollisionTagMatrix::GetTagIndex(collisionShape->GetCollisionTag().GetName());}, [collisionShape](int const& value){collisionShape->SetCollisionTag(SHCollisionTagMatrix::GetTag(value));});
if(ImGui::CollapsingHeader("Physics Material"))
{
SHEditorWidgets::DragFloat("Friction", [collider] { return collider->GetFriction(); }, [collider](float value) { collider->SetFriction(value); }, "Friction", 0.05f, 0.0f, 1.0f);
SHEditorWidgets::DragFloat("Bounciness", [collider] { return collider->GetBounciness(); }, [collider](float value) { collider->SetBounciness(value); }, "Bounciness", 0.05f, 0.0f, 1.0f);
SHEditorWidgets::DragFloat("Mass Density", [collider] { return collider->GetDensity(); }, [collider](float value) { collider->SetDensity(value); }, "Mass Density", 0.1f, 0.0f);
SHEditorWidgets::DragFloat("Friction", [collisionShape] { return collisionShape->GetFriction(); }, [collisionShape](float value) { collisionShape->SetFriction(value); }, "Friction", 0.05f, 0.0f, 1.0f);
SHEditorWidgets::DragFloat("Bounciness", [collisionShape] { return collisionShape->GetBounciness(); }, [collisionShape](float value) { collisionShape->SetBounciness(value); }, "Bounciness", 0.05f, 0.0f, 1.0f);
SHEditorWidgets::DragFloat("Mass Density", [collisionShape] { return collisionShape->GetDensity(); }, [collisionShape](float value) { collisionShape->SetDensity(value); }, "Mass Density", 0.1f, 0.0f);
}
SHEditorWidgets::BeginPanel("Offsets",{ ImGui::GetContentRegionAvail().x, 30.0f });
SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [&collider] {return collider->GetPositionOffset(); }, [&collider](SHVec3 const& vec) {collider->SetPositionOffset(vec); });
SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [&collisionShape] {return collisionShape->GetPositionOffset(); }, [&collisionShape](SHVec3 const& vec) {collisionShape->SetPositionOffset(vec); });
SHEditorWidgets::DragVec3("Rotation", { "X", "Y", "Z" },
[&collider]
[&collisionShape]
{
auto offset = collider->GetRotationOffset();
auto offset = collisionShape->GetRotationOffset();
return offset;
},
[&collider](SHVec3 const& vec)
[&collisionShape](SHVec3 const& vec)
{
collider->SetRotationOffset(vec);
collisionShape->SetRotationOffset(vec);
}, true);
SHEditorWidgets::EndPanel();
}
@ -406,7 +411,7 @@ namespace SHADE
}
if (colliderToDelete.has_value())
{
component->RemoveCollider(colliderToDelete.value());
component->RemoveCollisionShape(colliderToDelete.value());
}
ImGui::EndChild();
@ -416,11 +421,11 @@ namespace SHADE
if (ImGui::Selectable("Box Collider"))
{
newColl = component->AddBoundingBox();
newColl = component->AddBoxCollisionShape(SHVec3::One);
}
if (ImGui::Selectable("Sphere Collider"))
{
newColl = component->AddBoundingSphere();
newColl = component->AddSphereCollisionShape(1.0f);
}
//No idea why this doesn't work
@ -502,6 +507,15 @@ namespace SHADE
SHResourceManager::FinaliseChanges();
}, SHDragDrop::DRAG_RESOURCE);
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left))
{
if(Handle<SHMesh> const& mesh = component->GetMesh())
{
AssetID assetID = SHResourceManager::GetAssetID<SHMesh>(mesh).value_or(0);
SHEditorWindowManager::GetEditorWindow<SHAssetBrowser>()->SetScrollTo(assetID);
}
}
const auto MAT_NAME = mat ? SHResourceManager::GetAssetName<SHMaterial>(mat->GetBaseMaterial()).value_or("") : "";
SHEditorWidgets::DragDropReadOnlyField<AssetID>("Material", MAT_NAME,
[component]()
@ -521,6 +535,15 @@ namespace SHADE
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
component->SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(SHResourceManager::LoadOrGet<SHMaterial>(id)));
}, SHDragDrop::DRAG_RESOURCE);
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left))
{
if(Handle<SHMaterialInstance> const& mat = component->GetMaterial())
{
AssetID assetID = SHResourceManager::GetAssetID<SHMaterial>(mat->GetBaseMaterial()).value_or(0);
SHEditorWindowManager::GetEditorWindow<SHAssetBrowser>()->SetScrollTo(assetID);
}
}
}
else
{
@ -558,7 +581,14 @@ namespace SHADE
component->SetFont(SHResourceManager::LoadOrGet<SHFont>(id));
SHResourceManager::FinaliseChanges();
}, SHDragDrop::DRAG_RESOURCE);
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left))
{
if (Handle<SHFont> const& font = component->GetFont())
{
AssetID assetID = SHResourceManager::GetAssetID<SHFont>(font).value_or(0);
SHEditorWindowManager::GetEditorWindow<SHAssetBrowser>()->SetScrollTo(assetID);
}
}
SHEditorWidgets::InputText("Text",
[component](void)
{
@ -606,7 +636,14 @@ namespace SHADE
component->SetRig(SHResourceManager::LoadOrGet<SHRig>(id));
SHResourceManager::FinaliseChanges();
}, SHDragDrop::DRAG_RESOURCE);
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left))
{
if (Handle<SHRig> const& rig = component->GetRig())
{
AssetID assetID = SHResourceManager::GetAssetID<SHRig>(rig).value_or(0);
SHEditorWindowManager::GetEditorWindow<SHAssetBrowser>()->SetScrollTo(assetID);
}
}
Handle<SHAnimationClip> const& clip = component->GetCurrentClip();
const auto CLIP_NAME = clip ? SHResourceManager::GetAssetName<SHAnimationClip>(clip).value_or("") : "";
SHEditorWidgets::DragDropReadOnlyField<AssetID>("Clip", CLIP_NAME,
@ -624,6 +661,14 @@ namespace SHADE
}
component->SetClip(SHResourceManager::LoadOrGet<SHAnimationClip>(id));
}, SHDragDrop::DRAG_RESOURCE);
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left))
{
if (Handle<SHAnimationClip> const& clip = component->GetCurrentClip())
{
AssetID assetID = SHResourceManager::GetAssetID<SHAnimationClip>(clip).value_or(0);
SHEditorWindowManager::GetEditorWindow<SHAssetBrowser>()->SetScrollTo(assetID);
}
}
}
else
{

View File

@ -1,8 +1,11 @@
#include "SHpch.h"
#include <memory>
#include <imgui.h>
#include "Serialization/SHSerializationHelper.hpp"
#include "SHMaterialInspector.h"
#include "Editor/SHImGuiHelpers.hpp"
#include <imgui.h>
#include "Assets/SHAssetManager.h"
#include "Editor/IconsMaterialDesign.h"
@ -89,12 +92,18 @@ namespace SHADE
if (vertShader && fragShader && gfxSystem)
{
// - Retrieve pipeline from pipeline library
auto renderPass = gfxSystem->GetPrimaryRenderpass();
auto subPass = renderPass->GetSubpass(currentMatSpec->subpassName);
auto pipeline = renderPass->GetOrCreatePipeline({ vertShader, fragShader }, subPass);
// - Set Pipeline
auto subPass = gfxSystem->GetUsableSubpass(currentMatSpec->subpassName);
if (subPass)
{
// Set Pipeline if valid
auto pipeline = subPass->GetParentNode()->GetOrCreatePipeline({vertShader, fragShader}, subPass);
matHandle->SetPipeline(pipeline);
}
else
{
SHLOG_ERROR("[SHMaterialInspector] Failed to find material subpass of type \"{}\"", currentMatSpec->subpassName);
}
}
}
// Save Properties
@ -176,7 +185,7 @@ namespace SHADE
const std::string VERT_SHADER_NAME = VERT_SHADER_INFO ? VERT_SHADER_INFO->name : "Unknown Shader";
isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID>
(
"Fragment Shader", VERT_SHADER_NAME.data(),
"Vertex Shader", VERT_SHADER_NAME.data(),
[this]() { return currentMatSpec->vertexShader; },
[this](const AssetID& id) { currentMatSpec->vertexShader = id; },
SHDragDrop::DRAG_RESOURCE
@ -191,6 +200,37 @@ namespace SHADE
SHDragDrop::DRAG_RESOURCE
);
// Subpass
const auto& SP_NAMES = SHGraphicsConstants::RenderGraphEntityNames::USABLE_SUBPASSES;
ImGui::Text("Subpass");
ImGui::SameLine();
if (ImGui::BeginCombo("##", currentMatSpec->subpassName.data(), ImGuiComboFlags_None))
{
for (const auto& NAME : SP_NAMES)
{
const bool IS_SELECTED = currentMatSpec->subpassName == NAME;
if (ImGui::Selectable(NAME.data(), IS_SELECTED))
{
isDirty = true;
SHCommandManager::PerformCommand
(
std::reinterpret_pointer_cast<SHBaseCommand>(std::make_shared<SHCommand<std::string>>
(
currentMatSpec->subpassName,
std::string(NAME),
[&](const std::string& newName){ currentMatSpec->subpassName = newName; }
)),
false
);
}
if (IS_SELECTED)
{
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
// Load the shader to access it's data
auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->fragShader);
if (!fragShader)

View File

@ -25,6 +25,7 @@
#include "Serialization/SHSerialization.h"
#include "Serialization/Configurations/SHConfigurationManager.h"
#include "Editor/EditorWindow/SHEditorWindowManager.h"
#include "Physics/System/SHPhysicsDebugDrawSystem.h"
const std::string LAYOUT_FOLDER_PATH{ std::string(ASSET_ROOT) + "/Editor/Layouts" };
@ -88,6 +89,7 @@ namespace SHADE
DrawThemeMenu();
DrawLayoutMenu();
DrawApplicationConfig();
DrawPhysicsSettings();
std::string const sceneName{std::format("Current Scene: {}",SHSceneManager::GetSceneName().data())};
auto const size = ImGui::CalcTextSize(sceneName.data());
@ -304,4 +306,27 @@ namespace SHADE
ImGui::EndMenu();
}
}
void SHEditorMenuBar::DrawPhysicsSettings() noexcept
{
if (ImGui::BeginMenu("Physics Settings"))
{
if (auto* physicsDebugDraw = SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>())
{
bool drawColliders = physicsDebugDraw->GetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::COLLIDERS);
if (ImGui::Checkbox("Draw Colliders", &drawColliders))
physicsDebugDraw->SetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::COLLIDERS, drawColliders);
bool drawContactPoints = physicsDebugDraw->GetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACTS);
if (ImGui::Checkbox("Draw Contact Points", &drawContactPoints))
physicsDebugDraw->SetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACTS, drawContactPoints);
bool drawRays = physicsDebugDraw->GetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS);
if (ImGui::Checkbox("Draw Rays", &drawRays))
physicsDebugDraw->SetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS, drawRays);
}
ImGui::EndMenu();
}
}
}//namespace SHADE

View File

@ -26,6 +26,7 @@ namespace SHADE
void DrawThemeMenu() noexcept;
void DrawLayoutMenu() noexcept;
void DrawApplicationConfig() noexcept;
void DrawPhysicsSettings() noexcept;
float menuBarHeight = 20.0f;
std::vector<std::filesystem::path> layoutPaths;

View File

@ -97,7 +97,9 @@ namespace SHADE
}
}
#ifdef SHEDITOR
editorConfig = &SHConfigurationManager::LoadEditorConfig();
#endif
//Add editor windows
SHEditorWindowManager::CreateEditorWindow<SHEditorMenuBar>();
@ -131,8 +133,9 @@ namespace SHADE
InitBackend();
#ifdef SHEDITOR
SetStyle(static_cast<Style>(editorConfig->style));
#endif // SHEDITOR
for (const auto& window : SHEditorWindowManager::editorWindows | std::views::values)
{
@ -340,13 +343,18 @@ namespace SHADE
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
#ifdef SHEDITOR
editorConfig->startMaximized = shWindow->GetWindowData().isMaximised;
SHConfigurationManager::SaveEditorConfig();
#endif // SHEDITOR
}
void SHEditor::SetStyle(Style style)
{
#ifdef SHEDITOR
editorConfig->style = static_cast<uint32_t>(style);
#endif // SHEDITOR
switch (style)
{
default:
@ -550,7 +558,10 @@ namespace SHADE
SHSceneManager::SetCurrentSceneName(newSceneName);
SHSceneManager::SetCurrentSceneAssetID(SHAssetManager::CreateNewAsset(AssetType::SCENE, newSceneName));
#ifdef SHEDITOR
editorConfig->workingSceneID = SHSceneManager::GetCurrentSceneAssetID();
#endif // SHEDITOR
}
//Get data, if data is null, asset doesn't exist, prompt for a name and create a new asset with the name
@ -559,7 +570,10 @@ namespace SHADE
{
if(shWindow->IsUnsavedChanges())
shWindow->ToggleUnsavedChanges();
#ifdef SHEDITOR
editorConfig->workingSceneID = SHSceneManager::GetCurrentSceneAssetID();
#endif // SHEDITOR
return true;
}
return false;
@ -624,7 +638,11 @@ namespace SHADE
editorState = SHEditor::State::STOP;
SHCommandManager::SwapStacks();
SHEventManager::BroadcastEvent<SHEditorStateChangeEvent>(STATE_CHANGE_EVENT, SH_EDITOR_ON_STOP_EVENT);
#ifdef SHEDITOR
LoadScene(editorConfig->workingSceneID);
#endif // SHEDITOR
}
void SHEditor::ProcessShortcuts()
@ -679,7 +697,9 @@ namespace SHADE
if(width > 0 && height > 0)
{
auto [width, height] = shWindow->GetWindowSize();
#ifdef SHEditor
editorConfig->windowSize = { static_cast<float>(width), static_cast<float>(height) };
#endif // SHEditor
}
});
}

View File

@ -127,8 +127,9 @@ namespace SHADE
std::vector<EntityID> selectedEntities;
State editorState = State::STOP;
#ifdef SHEDITOR
SHEditorConfig* editorConfig;
#endif // SHEDITOR
private:
/**

View File

@ -424,7 +424,7 @@ namespace SHADE
ImGui::BeginGroup();
ImGui::PushID(label.data());
TextLabel(label);
bool changed = ImGui::InputText("##inputText", &text, ImGuiInputTextFlags_ReadOnly, nullptr, nullptr);
bool changed = ImGui::InputText("##inputText", &text, ImGuiInputTextFlags_ReadOnly | ImGuiInputTextFlags_AutoSelectAll, nullptr, nullptr);
if(SHDragDrop::BeginTarget())
{
if(T* payload = SHDragDrop::AcceptPayload<T>(dragDropTag))

View File

@ -24,4 +24,5 @@ constexpr SHEventIdentifier SH_SCENE_EXIT_PRE { 15 };
constexpr SHEventIdentifier SH_SCENE_EXIT_POST { 16 };
constexpr SHEventIdentifier SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT { 17 };
constexpr SHEventIdentifier SH_BUTTON_CLICK_EVENT { 18 };
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_DRAW_EVENT { 19 };

View File

@ -10,6 +10,7 @@ namespace SHADE
enum class SH_PHYSICAL_DEVICE_TYPE
{
BEST,
DEDICATED,
};
class SHVkPhysicalDevice

View File

@ -160,9 +160,31 @@ namespace SHADE
}
}
return bestDevice;
}
vk::PhysicalDevice SHVkPhysicalDeviceLibrary::GetFirstDedicatedDevice(uint32_t apiVersion /*= SHVulkanAPIVersion::V_1_2*/)
{
if (!queried || physicalDevices.empty())
return nullptr;
for (auto const& device : physicalDevices)
{
// Check for API version and device type. Ignore if queried device doesn't support version passed in
if (device.getProperties().apiVersion < static_cast<uint32_t>(apiVersion))
continue;
//VkDeviceSize biggestDeviceHeapSize = device.getMemoryProperties().;
if (device.getProperties().deviceType == vk::PhysicalDeviceType::eDiscreteGpu)
return device;
}
return nullptr;
}
/***************************************************************************/
/*!
@ -181,10 +203,10 @@ namespace SHADE
}
#ifdef DEBUG
SHLOG_TRACE("Successfully queried Physical Devices:");
SHLOG_INFO("Successfully queried Physical Devices:");
for (auto const& device : physicalDevices)
{
SHLOG_TRACE(std::string_view (std::string("\t-") + GetDeviceTypeName(device.getProperties().deviceType) + device.getProperties().deviceName.operator std::string()));
SHLOG_INFO(std::string_view (std::string("\t-") + GetDeviceTypeName(device.getProperties().deviceType) + device.getProperties().deviceName.operator std::string()));
}
#endif

View File

@ -26,6 +26,7 @@ namespace SHADE
static void QueryPhysicalDevices(bool printInfo) noexcept;
//static std::vector<std::shared_ptr<SHPhysicalDevice>> GetDevicesByType(VkPhysicalDeviceType gpuType, SHVulkanAPIVersion apiVersion = SHVulkanAPIVersion::V_1_2) noexcept;
static vk::PhysicalDevice GetBestDevice(uint32_t apiVersion = VK_API_VERSION_1_3);
static vk::PhysicalDevice GetFirstDedicatedDevice(uint32_t apiVersion = VK_API_VERSION_1_3);
};
}

View File

@ -213,6 +213,8 @@ namespace SHADE
{
case SH_PHYSICAL_DEVICE_TYPE::BEST:
return resourceManager.Create<SHVkPhysicalDevice>(SHVkPhysicalDeviceLibrary::GetBestDevice());
case SH_PHYSICAL_DEVICE_TYPE::DEDICATED:
return resourceManager.Create<SHVkPhysicalDevice>(SHVkPhysicalDeviceLibrary::GetFirstDedicatedDevice());
default:
return resourceManager.Create<SHVkPhysicalDevice>(SHVkPhysicalDeviceLibrary::GetBestDevice());
}

View File

@ -13,6 +13,7 @@ of DigiPen Institute of Technology is prohibited.
// STL Includes
#include <cstdint>
#include <string>
namespace SHADE
{
@ -114,7 +115,14 @@ namespace SHADE
static constexpr std::string_view DEFERRED_COMPOSITE_COMPUTE = "Deferred Composite";
static constexpr std::string_view GBUFFER_WRITE_SUBPASS = "G-Buffer Write";
static constexpr std::string_view UI_SUBPASS = "UI";
static constexpr std::array USABLE_SUBPASSES =
{
GBUFFER_WRITE_SUBPASS,
UI_SUBPASS
};
};
struct DescriptorSetBindings

View File

@ -65,7 +65,7 @@ namespace SHADE
#endif
// Get Physical Device
physicalDevice = SHVkInstance::CreatePhysicalDevice(SH_PHYSICAL_DEVICE_TYPE::BEST);
physicalDevice = SHVkInstance::CreatePhysicalDevice(SH_PHYSICAL_DEVICE_TYPE::DEDICATED);
if (!physicalDevice->GetVkPhysicalDevice())
{
throw std::runtime_error("[Graphics System] No supported Vulkan 1.3 compatible GPU was detected!");
@ -133,6 +133,9 @@ namespace SHADE
//SHAssetManager::CompileAsset("../../Assets/Shaders/PureCopy_CS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_VS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_FS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_VS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_FS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/Text_VS.glsl", false);
// Load Built In Shaders
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
@ -232,7 +235,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
/* G-BUFFER SUBPASS INIT */
/*-----------------------------------------------------------------------*/
auto gBufferSubpass = gBufferNode->AddSubpass("G-Buffer Write", worldViewport, worldRenderer);
auto gBufferSubpass = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data(), worldViewport, worldRenderer);
gBufferSubpass->AddColorOutput("Position");
gBufferSubpass->AddColorOutput("Entity ID");
gBufferSubpass->AddColorOutput("Light Layer Indices");
@ -241,6 +244,7 @@ namespace SHADE
gBufferSubpass->AddColorOutput("Position World Space");
gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
usableSubpassesMapping.emplace (std::string (SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data()), gBufferSubpass);
/*-----------------------------------------------------------------------*/
/* SSAO PASS AND DATA INIT */
@ -319,7 +323,7 @@ namespace SHADE
/* SCREEN SPACE PASS */
/*-----------------------------------------------------------------------*/
auto screenSpaceNode = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data(), {"Scene", "Entity ID"}, {SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data(), SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data(), SHGraphicsConstants::RenderGraphEntityNames::DEBUG_DRAW.data()});
auto uiSubpass = screenSpaceNode->AddSubpass("UI", worldViewport, screenRenderer);
auto uiSubpass = screenSpaceNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::UI_SUBPASS.data(), worldViewport, screenRenderer);
uiSubpass->AddColorOutput("Scene");
uiSubpass->AddColorOutput("Entity ID");
uiSubpass->AddExteriorDrawCalls([=](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
@ -327,6 +331,8 @@ namespace SHADE
textRenderingSubSystem->Render(cmdBuffer, renderer, frameIndex);
});
usableSubpassesMapping.emplace(SHGraphicsConstants::RenderGraphEntityNames::UI_SUBPASS.data(), uiSubpass);
/*-----------------------------------------------------------------------*/
/* RENDER TO SWAPCHAIN IMAGE FOR PRESENT PASS */
/*-----------------------------------------------------------------------*/
@ -421,7 +427,7 @@ namespace SHADE
// initialize the text renderer
auto uiNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data());
textRenderingSubSystem->Init(device, uiNode->GetRenderpass(), uiNode->GetSubpass("UI"), descPool, textVS, textFS);
textRenderingSubSystem->Init(device, uiNode->GetRenderpass(), uiNode->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::UI_SUBPASS), descPool, textVS, textFS);
SHGlobalDescriptorSets::SetLightingSubSystem(lightingSubSystem);
@ -448,7 +454,7 @@ namespace SHADE
defaultMaterial = AddMaterial
(
defaultVertShader, defaultFragShader,
renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass("G-Buffer Write")
renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS)
);
defaultMaterial->SetProperty("data.textureIndex", defaultTexture->TextureArrayIndex);
defaultAnimMaterial = AddMaterial
@ -573,7 +579,7 @@ namespace SHADE
else
renderer->UpdateData(frameIndex);
#else
renderers[renIndex]->UpdateDataAndBind(frameIndex);
renderer->UpdateData(frameIndex);
#endif
}
@ -589,16 +595,8 @@ namespace SHADE
renderGraph->Begin(frameIndex);
auto cmdBuffer = renderGraph->GetCommandBuffer(frameIndex);
// Bind all the buffers required for meshes
for (auto& [buffer, bindingPoint] : MESH_DATA)
{
if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eVertexBuffer)
cmdBuffer->BindVertexBuffer(bindingPoint, buffer, 0);
else if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eIndexBuffer)
cmdBuffer->BindIndexBuffer(buffer, 0);
}
renderGraph->Execute(frameIndex, descPool);
renderGraph->Execute(frameIndex, descPool, MESH_DATA);
renderGraph->End(frameIndex);
graphicsQueue->SubmitCommandBuffer
@ -774,7 +772,7 @@ namespace SHADE
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHLightEnableShadowEvent>*>(eventPtr.get())->data;
auto* lightComp = SHComponentManager::GetComponent<SHLightComponent>(EVENT_DATA->lightEntity);
std::string resourceName = "ShadowMap " + std::to_string(EVENT_DATA->lightEntity);
Handle<SHSubpass> companionSubpass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass("G-Buffer Write");
Handle<SHSubpass> companionSubpass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS);
if (EVENT_DATA->generateRenderer)
{
@ -1196,6 +1194,16 @@ namespace SHADE
return fontLibrary;
}
Handle <SHSubpass> SHGraphicsSystem::GetUsableSubpass(std::string const& subpassName) const noexcept
{
if (usableSubpassesMapping.contains(subpassName))
{
return usableSubpassesMapping.at (subpassName);
}
else
return {};
}
Handle<SHVkPipeline> SHGraphicsSystem::createDebugDrawPipeline(Handle<SHVkRenderpass> renderPass, Handle<SHSubpass> subpass, bool filled, bool triMesh, bool instanced)
{
auto pipelineLayout = resourceManager.Create<SHVkPipelineLayout>

View File

@ -399,6 +399,7 @@ namespace SHADE
uint32_t GetCurrentFrameIndex(void) const noexcept { return renderContext.GetCurrentFrame(); }
SHFontLibrary const& GetFontLibrary (void) const noexcept;
const SHMeshLibrary& GetMeshLibrary() const noexcept { return meshLibrary; };
Handle <SHSubpass> GetUsableSubpass(std::string const& subpassName) const noexcept;
/*-----------------------------------------------------------------------------*/
/* Getters */
@ -509,6 +510,8 @@ namespace SHADE
uint32_t resizeHeight = 1;
bool restoredFromMinimize = false;
std::unordered_map<std::string, Handle<SHSubpass>> usableSubpassesMapping{};
/*---------------------------------------------------------------------------------*/
/* Helper Functions */
/*---------------------------------------------------------------------------------*/

View File

@ -565,7 +565,7 @@ namespace SHADE
// TODO: The graph scope buffers were meant to bind vertex buffers and index buffers for meshes. Find a
// better way to manage these
void SHRenderGraph::Execute(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept
void SHRenderGraph::Execute(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool, const std::initializer_list<std::pair<Handle<SHVkBuffer>, uint32_t>> MESH_DATA) noexcept
{
auto cmdBuffer = commandBuffers[frameIndex];
cmdBuffer->BeginLabeledSegment(name);
@ -578,6 +578,7 @@ namespace SHADE
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
for (auto& node : nodes)
{
if (node->renderpass)
@ -585,6 +586,15 @@ namespace SHADE
// bind static global data
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA));
// Bind all the buffers required for meshes
for (auto& [buffer, bindingPoint] : MESH_DATA)
{
if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eVertexBuffer)
cmdBuffer->BindVertexBuffer(bindingPoint, buffer, 0);
else if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eIndexBuffer)
cmdBuffer->BindIndexBuffer(buffer, 0);
}
node->Execute(cmdBuffer, descPool, frameIndex);
}
}

View File

@ -143,7 +143,7 @@ namespace SHADE
void Generate (void) noexcept;
void CheckForNodeComputes (void) noexcept;
void Execute (uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept;
void Execute (uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool, const std::initializer_list<std::pair<Handle<SHVkBuffer>, uint32_t>> MESH_DATA) noexcept;
void Begin (uint32_t frameIndex) noexcept;
void End (uint32_t frameIndex) noexcept;
void FinaliseBatch (uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool);

View File

@ -474,7 +474,7 @@ namespace SHADE
*/
/***************************************************************************/
Handle<SHRenderGraphNode> const& SHSubpass::GetParentNode(void) const noexcept
Handle<SHRenderGraphNode> SHSubpass::GetParentNode(void) const noexcept
{
return parentNode;
}

View File

@ -159,7 +159,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
void SetCompanionSubpass (Handle<SHSubpass> companion, Handle<SHVkPipeline> pipeline) noexcept;
Handle<SHRenderGraphNode> const& GetParentNode(void) const noexcept;
Handle<SHRenderGraphNode> GetParentNode(void) const noexcept;
SHSubPassIndex GetIndex() const noexcept;
Handle<SHSuperBatch> GetSuperBatch(void) const noexcept;
std::vector<vk::AttachmentReference> const& GetColorAttachmentReferences (void) const noexcept;

View File

@ -1,250 +0,0 @@
/****************************************************************************************
* \file SHBox.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a 3-Dimensional Axis Aligned Bounding Box
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#include <SHpch.h>
// Primary Header
#include "SHBox.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Math/SHRay.h"
using namespace DirectX;
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHBox::SHBox() noexcept
: RelativeExtents { SHVec3::One }
{
type = Type::BOX;
}
SHBox::SHBox(const SHVec3& c, const SHVec3& hE) noexcept
: RelativeExtents { SHVec3::One }
{
type = Type::BOX;
Center = c;
Extents = hE;
}
SHBox::SHBox(const SHBox& rhs) noexcept
{
if (this == &rhs)
return;
type = Type::BOX;
Center = rhs.Center;
Extents = rhs.Extents;
RelativeExtents = rhs.RelativeExtents;
}
SHBox::SHBox(SHBox&& rhs) noexcept
{
type = Type::BOX;
Center = rhs.Center;
Extents = rhs.Extents;
RelativeExtents = rhs.RelativeExtents;
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHBox& SHBox::operator=(const SHBox& rhs) noexcept
{
if (rhs.type != Type::BOX)
{
SHLOG_WARNING("Cannot assign a non-bounding box to a bounding box!")
}
else if (this != &rhs)
{
Center = rhs.Center;
Extents = rhs.Extents;
RelativeExtents = rhs.RelativeExtents;
}
return *this;
}
SHBox& SHBox::operator=(SHBox&& rhs) noexcept
{
if (rhs.type != Type::BOX)
{
SHLOG_WARNING("Cannot assign a non-bounding box to a bounding box!")
}
else
{
Center = rhs.Center;
Extents = rhs.Extents;
RelativeExtents = rhs.RelativeExtents;
}
return *this;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHVec3 SHBox::GetCenter() const noexcept
{
return Center;
}
SHVec3 SHBox::GetWorldExtents() const noexcept
{
return Extents;
}
const SHVec3& SHBox::GetRelativeExtents() const noexcept
{
return RelativeExtents;
}
SHVec3 SHBox::GetMin() const noexcept
{
return SHVec3{ Center.x - Extents.x, Center.y - Extents.y, Center.z - Extents.z };
}
SHVec3 SHBox::GetMax() const noexcept
{
return SHVec3{ Center.x + Extents.x, Center.y + Extents.y, Center.z + Extents.z };
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHBox::SetCenter(const SHVec3& newCenter) noexcept
{
Center = newCenter;
}
void SHBox::SetWorldExtents(const SHVec3& newWorldExtents) noexcept
{
Extents = newWorldExtents;
}
void SHBox::SetRelativeExtents(const SHVec3& newRelativeExtents) noexcept
{
RelativeExtents = newRelativeExtents;
}
void SHBox::SetMin(const SHVec3& min) noexcept
{
const SHVec3 MAX = GetMax();
Center = SHVec3::Lerp(min, MAX, 0.5f);
Extents = SHVec3::Abs((MAX - min) * 0.5f);
}
void SHBox::SetMax(const SHVec3& max) noexcept
{
const SHVec3 MIN = GetMin();
Center = SHVec3::Lerp(MIN, max, 0.5f);
Extents = SHVec3::Abs((max - MIN) * 0.5f);
}
void SHBox::SetMinMax(const SHVec3& min, const SHVec3& max) noexcept
{
Center = SHVec3::Lerp(min, max, 0.5f);
Extents = SHVec3::Abs((max - min) * 0.5f);
}
std::vector<SHVec3> SHBox::GetVertices() const noexcept
{
std::vector<SHVec3> vertices{ 8 };
GetCorners(vertices.data());
return vertices;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHBox::TestPoint(const SHVec3& point) const noexcept
{
return BoundingBox::Contains(point);
}
SHRaycastResult SHBox::Raycast(const SHRay& ray) const noexcept
{
SHRaycastResult result;
result.hit = Intersects(ray.position, ray.direction, result.distance);
if (result.hit)
{
result.position = ray.position + ray.direction * result.distance;
result.angle = SHVec3::Angle(ray.position, result.position);
}
return result;
}
bool SHBox::Contains(const SHBox& rhs) const noexcept
{
return BoundingBox::Contains(rhs);
}
float SHBox::Volume() const noexcept
{
return 8.0f * (Extents.x * Extents.y * Extents.z);
}
float SHBox::SurfaceArea() const noexcept
{
return 8.0f * ((Extents.x * Extents.y)
+ (Extents.x * Extents.z)
+ (Extents.y * Extents.z));
}
/*-----------------------------------------------------------------------------------*/
/* Static Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHBox SHBox::Combine(const SHBox& lhs, const SHBox& rhs) noexcept
{
SHBox result;
CreateMerged(result, lhs, rhs);
return result;
}
bool SHBox::Intersect(const SHBox& lhs, const SHBox& rhs) noexcept
{
return lhs.Intersects(rhs);
}
SHBox SHBox::BuildFromBoxes(const SHBox* boxes, size_t numBoxes) noexcept
{
SHBox result;
for (size_t i = 1; i < numBoxes; ++i)
CreateMerged(result, boxes[i - 1], boxes[i]);
return result;
}
SHBox SHBox::BuildFromVertices(const SHVec3* vertices, size_t numVertices, size_t stride) noexcept
{
SHBox result;
CreateFromPoints(result, numVertices, vertices, stride);
return result;
}
} // namespace SHADE

View File

@ -1,105 +0,0 @@
/****************************************************************************************
* \file SHBox.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a 3-Dimensional Axis Aligned Bounding Box
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#pragma once
#include <DirectXCollision.h>
// Project Headers
#include "SHShape.h"
#include "SH_API.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHBox : public SHShape,
private DirectX::BoundingBox
{
public:
/*---------------------------------------------------------------------------------*/
/* Static Data Members */
/*---------------------------------------------------------------------------------*/
static constexpr size_t NUM_VERTICES = 8;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
~SHBox () override = default;
SHBox () noexcept;
SHBox (const SHVec3& center, const SHVec3& halfExtents) noexcept;
SHBox (const SHBox& rhs) noexcept;
SHBox (SHBox&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHBox& operator= (const SHBox& rhs) noexcept;
SHBox& operator= (SHBox&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] SHVec3 GetCenter () const noexcept;
[[nodiscard]] SHVec3 GetWorldExtents () const noexcept;
[[nodiscard]] const SHVec3& GetRelativeExtents () const noexcept;
[[nodiscard]] SHVec3 GetMin () const noexcept;
[[nodiscard]] SHVec3 GetMax () const noexcept;
[[nodiscard]] std::vector<SHVec3> GetVertices () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetCenter (const SHVec3& newCenter) noexcept;
void SetWorldExtents (const SHVec3& newWorldExtents) noexcept;
void SetRelativeExtents (const SHVec3& newRelativeExtents) noexcept;
void SetMin (const SHVec3& min) noexcept;
void SetMax (const SHVec3& max) noexcept;
void SetMinMax (const SHVec3& min, const SHVec3& max) noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept override;
[[nodiscard]] SHRaycastResult Raycast(const SHRay& ray) const noexcept override;
[[nodiscard]] bool Contains (const SHBox& rhs) const noexcept;
[[nodiscard]] float Volume () const noexcept;
[[nodiscard]] float SurfaceArea () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Static Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] static SHBox Combine (const SHBox& lhs, const SHBox& rhs) noexcept;
[[nodiscard]] static bool Intersect (const SHBox& lhs, const SHBox& rhs) noexcept;
[[nodiscard]] static SHBox BuildFromBoxes (const SHBox* boxes, size_t numBoxes) noexcept;
[[nodiscard]] static SHBox BuildFromVertices (const SHVec3* vertices, size_t numVertices, size_t stride = 0) noexcept;
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
SHVec3 RelativeExtents;
};
} // namespace SHADE

View File

@ -1,208 +0,0 @@
/****************************************************************************************
* \file SHBoundingSphere.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Bounding Sphere
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#include <SHpch.h>
// Primary Header
#include "SHSphere.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Math/SHRay.h"
using namespace DirectX;
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHSphere::SHSphere() noexcept
: RelativeRadius { 1.0f }
{
type = Type::SPHERE;
}
SHSphere::SHSphere(const SHVec3& center, float radius) noexcept
: RelativeRadius { 1.0f }
{
type = Type::SPHERE;
Center = center;
Radius = radius;
}
SHSphere::SHSphere(const SHSphere& rhs) noexcept
{
if (this == &rhs)
return;
type = Type::SPHERE;
Center = rhs.Center;
Radius = rhs.Radius;
RelativeRadius = rhs.RelativeRadius;
}
SHSphere::SHSphere(SHSphere&& rhs) noexcept
{
type = Type::SPHERE;
Center = rhs.Center;
Radius = rhs.Radius;
RelativeRadius = rhs.RelativeRadius;
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHSphere& SHSphere::operator=(const SHSphere& rhs) noexcept
{
if (rhs.type != Type::SPHERE)
{
SHLOG_WARNING("Cannot assign a non-sphere to a sphere!")
}
else if (this != &rhs)
{
Center = rhs.Center;
Radius = rhs.Radius;
RelativeRadius = rhs.RelativeRadius;
}
return *this;
}
SHSphere& SHSphere::operator=(SHSphere&& rhs) noexcept
{
if (rhs.type != Type::SPHERE)
{
SHLOG_WARNING("Cannot assign a non-sphere to a sphere!")
}
else
{
Center = rhs.Center;
Radius = rhs.Radius;
RelativeRadius = rhs.RelativeRadius;
}
return *this;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHVec3 SHSphere::GetCenter() const noexcept
{
return Center;
}
float SHSphere::GetWorldRadius() const noexcept
{
return Radius;
}
float SHSphere::GetRelativeRadius() const noexcept
{
return RelativeRadius;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHSphere::SetCenter(const SHVec3& center) noexcept
{
Center = center;
}
void SHSphere::SetWorldRadius(float newWorldRadius) noexcept
{
Radius = newWorldRadius;
}
void SHSphere::SetRelativeRadius(float newRelativeRadius) noexcept
{
RelativeRadius = newRelativeRadius;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHSphere::TestPoint(const SHVec3& point) const noexcept
{
return BoundingSphere::Contains(point);
}
SHRaycastResult SHSphere::Raycast(const SHRay& ray) const noexcept
{
SHRaycastResult result;
result.hit = Intersects(ray.position, ray.direction, result.distance);
if (result.hit)
{
result.position = ray.position + ray.direction * result.distance;
result.angle = SHVec3::Angle(ray.position, result.position);
}
return result;
}
bool SHSphere::Contains(const SHSphere& rhs) const noexcept
{
return BoundingSphere::Contains(rhs);
}
float SHSphere::Volume() const noexcept
{
return (4.0f / 3.0f) * SHMath::PI * (Radius * Radius * Radius);
}
float SHSphere::SurfaceArea() const noexcept
{
return 4.0f * SHMath::PI * (Radius * Radius);
}
/*-----------------------------------------------------------------------------------*/
/* Static Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHSphere SHSphere::Combine(const SHSphere& lhs, const SHSphere& rhs) noexcept
{
SHSphere result;
CreateMerged(result, lhs, rhs);
return result;
}
bool SHSphere::Intersect(const SHSphere& lhs, const SHSphere& rhs) noexcept
{
return lhs.Intersects(rhs);
}
SHSphere SHSphere::BuildFromSpheres(const SHSphere* spheres, size_t numSpheres) noexcept
{
SHSphere result;
for (size_t i = 1; i < numSpheres; ++i)
CreateMerged(result, spheres[i - 1], spheres[i]);
return result;
}
SHSphere SHSphere::BuildFromVertices(const SHVec3* vertices, size_t numVertices, size_t stride) noexcept
{
SHSphere result;
CreateFromPoints(result, numVertices, vertices, stride);
return result;
}
} // namespace SHADE

View File

@ -10,6 +10,8 @@
#include <SHpch.h>
#include <reactphysics3d/mathematics/Ray.h>
// Primary Header
#include "SHRay.h"
@ -30,7 +32,7 @@ namespace SHADE
, direction { dir }
{}
SHRay::SHRay(const reactphysics3d::Ray rp3dRay) noexcept
SHRay::SHRay(const reactphysics3d::Ray& rp3dRay) noexcept
: position { rp3dRay.point1 }
, direction { SHVec3::Normalise(rp3dRay.point2 - rp3dRay.point1) }
{}

View File

@ -16,8 +16,13 @@
#include "SH_API.h"
#include "Vector/SHVec3.h"
/*-------------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-------------------------------------------------------------------------------------*/
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
@ -40,7 +45,7 @@ namespace SHADE
SHRay () noexcept;
SHRay (const SHVec3& pos, const SHVec3& dir) noexcept;
SHRay (const reactphysics3d::Ray rp3dRay) noexcept;
SHRay (const reactphysics3d::Ray& rp3dRay) noexcept;
SHRay (const SHRay&) noexcept = default;
SHRay (SHRay&& ) noexcept = default;

View File

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

View File

@ -14,18 +14,36 @@
// Primary Header
#include "SHCollisionTagMatrix.h"
#include "Tools/Utilities/SHUtilities.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Static Data Member Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHCollisionTagMatrix::dirty = true;
SHCollisionTag SHCollisionTagMatrix::collisionTags[SHCollisionTag::NUM_LAYERS];
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHCollisionTagMatrix::IsDirty() noexcept
{
// Check if any collision tag is dirty
for (auto& tag : collisionTags)
{
if (tag.IsDirty())
{
dirty = true;
break;
}
}
return dirty;
}
const std::string& SHCollisionTagMatrix::GetTagName(int tagIndex)
{
if (tagIndex < 0 || tagIndex > SHCollisionTag::NUM_LAYERS)
@ -91,6 +109,8 @@ namespace SHADE
if (collisionTag.GetName() != tagName)
continue;
dirty = true;
collisionTag = newTag;
return;
}
@ -105,6 +125,8 @@ namespace SHADE
if (collisionTag.GetName() != tagName)
continue;
dirty = true;
collisionTag.SetMask(mask);
return;
}
@ -125,6 +147,8 @@ namespace SHADE
if (tagIndex < 0 || tagIndex > SHCollisionTag::NUM_LAYERS)
throw std::invalid_argument("Index out of range!");
dirty = true;
collisionTags[tagIndex] = newTag;
}
@ -133,6 +157,8 @@ namespace SHADE
if (tagIndex < 0 || tagIndex > SHCollisionTag::NUM_LAYERS)
throw std::invalid_argument("Index out of range!");
dirty = true;
collisionTags[tagIndex].SetMask(mask);
}
@ -145,8 +171,9 @@ namespace SHADE
/**
* I HATE FILE IO
*
* Each line in the file should be "index<space>tag name".
* If the line fails to follow this format, use the default tag name (index + 1)
* Each line in the file should be "index<space>tag name<space>mask".
* If the line fails to follow this format, use the default tag name (index + 1) and default mask.
* If no mask was read, use a default mask.
*/
// Populate tag names with default
@ -187,18 +214,40 @@ namespace SHADE
{
SHLOG_ERROR
(
"Collision tag file line {} does not match the required format of 'index<space>tag name'. Default tag used for index {}"
"Collision tag file line {} does not match the required format of 'index<space>tag name<space>mask'. Default tag used for index {}"
, linesRead + 1
, tagIndex
)
// Use default
collisionTags[tagIndex].SetName(std::to_string(tagIndex + 1));
collisionTags[tagIndex].SetMask(SHUtilities::ConvertEnum(SHCollisionTag::Layer::ALL));
continue;
}
collisionTags[tagIndex].SetName(tagName);
// Next element is the mask value
std::string maskString;
ss >> maskString;
uint16_t mask = std::numeric_limits<uint16_t>::max();
if (maskString.empty())
{
SHLOG_ERROR
(
"Collision tag file line {} does not match the required format of 'index<space>tag name<space>mask'. Default mask used for index {}"
, linesRead + 1
, tagIndex
)
}
else
{
mask = static_cast<uint16_t>(std::stoi(maskString));
}
collisionTags[tagIndex].SetMask(mask);
ss.clear();
}
@ -215,9 +264,19 @@ namespace SHADE
return;
}
// Index Name Mask
for (int i = 0; i < SHCollisionTag::NUM_LAYERS; ++i)
collisionTagNamesFile << i << " " << collisionTags[i].GetName() << std::endl;
collisionTagNamesFile << i << " " << collisionTags[i].GetName() << " " << collisionTags[i].GetMask() << std::endl;
collisionTagNamesFile.close();
}
void SHCollisionTagMatrix::Clear() noexcept
{
dirty = false;
for (auto& tag : collisionTags)
tag.dirty = false;
}
} // namespace SHADE

View File

@ -29,6 +29,7 @@ namespace SHADE
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] static bool IsDirty () noexcept;
[[nodiscard]] static const std::string& GetTagName (int tagIndex);
[[nodiscard]] static int GetTagIndex (const std::string& tagName) noexcept;
@ -57,11 +58,18 @@ namespace SHADE
static void Init (const std::filesystem::path& tagNameFilePath) noexcept;
static void Exit (const std::filesystem::path& tagNameFilePath) noexcept;
/**
* @brief
* Clears the dirty flag.
*/
static void Clear () noexcept;
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
static bool dirty;
static SHCollisionTag collisionTags[SHCollisionTag::NUM_LAYERS];
};
}

View File

@ -23,15 +23,18 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/
SHCollisionTag::SHCollisionTag() noexcept
: mask { SHUtilities::ConvertEnum(Layer::ALL) }
: dirty { true }
, mask { SHUtilities::ConvertEnum(Layer::ALL) }
{}
SHCollisionTag::SHCollisionTag(uint16_t _mask) noexcept
: mask { _mask }
: dirty { true }
, mask { _mask }
{}
SHCollisionTag::SHCollisionTag(Layer layer) noexcept
: mask { SHUtilities::ConvertEnum(layer) }
: dirty { true }
, mask { SHUtilities::ConvertEnum(layer) }
{}
/*-----------------------------------------------------------------------------------*/
@ -57,6 +60,11 @@ namespace SHADE
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHCollisionTag::IsDirty() const noexcept
{
return dirty;
}
uint16_t SHCollisionTag::GetMask() const noexcept
{
return mask;
@ -86,6 +94,7 @@ namespace SHADE
void SHCollisionTag::SetMask(uint16_t newMask) noexcept
{
dirty = true;
mask = newMask;
}
@ -96,6 +105,8 @@ namespace SHADE
void SHCollisionTag::SetLayerState(Layer layer, bool state) noexcept
{
dirty = true;
const auto VALUE = SHUtilities::ConvertEnum(layer);
state ? mask |= VALUE : mask &= ~(VALUE);
}
@ -105,6 +116,8 @@ namespace SHADE
if (layerIndex < 0 || layerIndex > NUM_LAYERS)
throw std::invalid_argument("Index out of range!");
dirty = true;
const auto VALUE = 1U << layerIndex;
state ? mask |= (VALUE) : mask &= ~(VALUE);
}

View File

@ -23,6 +23,13 @@ namespace SHADE
class SH_API SHCollisionTag
{
private:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHCollisionTagMatrix;
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
@ -82,6 +89,7 @@ namespace SHADE
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] bool IsDirty () const noexcept;
[[nodiscard]] uint16_t GetMask () const noexcept;
[[nodiscard]] const std::string& GetName () const noexcept;
[[nodiscard]] bool GetLayerState (Layer layer) const noexcept;
@ -101,6 +109,7 @@ namespace SHADE
/* Data Members */
/*---------------------------------------------------------------------------------*/
bool dirty;
uint16_t mask;
std::string name;
};

View File

@ -1,350 +0,0 @@
/****************************************************************************************
* \file SHPhysicsRaycaster.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Physics Raycaster.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#include <SHpch.h>
// Primary Header
#include "SHPhysicsRaycaster.h"
/*
* TODO(DIREN):
* Once the physics engine has been rebuilt, this whole implementation should change
* and just call PhysicsWorld.Raycast etc.
*
* SHRaycastResult can be converted to a bool when necessary.
*/
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHPhysicsRaycaster::SHPhysicsRaycaster() noexcept
: world { nullptr }
{}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
const SHPhysicsRaycaster::RaycastPairs& SHPhysicsRaycaster::GetRaycasts() const noexcept
{
return raycasts;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPhysicsRaycaster::SetObjectManager(SHPhysicsObjectManager* physicsObjectManager) noexcept
{
objectManager = physicsObjectManager;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPhysicsRaycaster::BindToWorld(rp3d::PhysicsWorld* physicsWorld) noexcept
{
world = physicsWorld;
}
void SHPhysicsRaycaster::ClearFrame() noexcept
{
raycasts.clear();
}
SHPhysicsRaycastResult SHPhysicsRaycaster::Raycast(const SHRay& ray, float distance, const SHCollisionTag& collisionTag) noexcept
{
// Reset temp
temp = SHPhysicsRaycastResult{};
temp.distance = distance;
if (!world)
{
SHLOG_ERROR("Physics world missing for raycasting!")
return temp;
}
// If distance in infinity, cast to the default max distance of 2 km.
if (distance == std::numeric_limits<float>::infinity())
{
world->raycast(ray, this, collisionTag);
}
else
{
const SHVec3 END_POINT = ray.position + ray.direction * distance;
const rp3d::Ray RP3D_RAY{ ray.position, END_POINT };
world->raycast(RP3D_RAY, this, collisionTag);
}
// If a hit was found, populate temp info for return.
if (temp.hit)
{
temp.distance = SHVec3::Distance(ray.position, temp.position);
temp.angle = SHVec3::Angle(ray.position, temp.position);
}
raycasts.emplace_back(ray, temp);
return temp;
}
SHPhysicsRaycastResult SHPhysicsRaycaster::Linecast(const SHVec3& start, const SHVec3& end, const SHCollisionTag& collisionTag) noexcept
{
temp = SHPhysicsRaycastResult{};
temp.distance = SHVec3::Distance(start, end);
if (!world)
{
SHLOG_ERROR("Physics world missing for raycasting!")
return temp;
}
const rp3d::Ray RP3D_RAY{ start, end };
world->raycast(RP3D_RAY, this, collisionTag);
if (temp.hit)
{
temp.distance = SHVec3::Distance(start, temp.position);
temp.angle = SHVec3::Angle(start, temp.position);
}
raycasts.emplace_back(RP3D_RAY, temp);
return temp;
}
SHPhysicsRaycastResult SHPhysicsRaycaster::ColliderRaycast(EntityID eid, const SHRay& ray, float distance) noexcept
{
SHPhysicsRaycastResult result;
result.distance = distance;
// Get a valid physics object with at least 1 collider.
const auto* PHYSICS_OBJECT = validateColliderRaycast(eid);
if (!PHYSICS_OBJECT)
return result;
auto* rp3dBody = PHYSICS_OBJECT->GetCollisionBody();
// Data to populate
rp3d::RaycastInfo rp3dRaycastInfo;
bool hit = false;
if (distance == std::numeric_limits<float>::infinity())
{
hit = rp3dBody->raycast(ray, rp3dRaycastInfo);
}
else
{
const SHVec3 END_POINT = ray.position + ray.direction * distance;
const rp3d::Ray RP3D_RAY{ ray.position, END_POINT };
hit = rp3dBody->raycast(RP3D_RAY, rp3dRaycastInfo);
}
if (hit)
{
result.hit = true;
result.position = rp3dRaycastInfo.worldPoint;
result.normal = rp3dRaycastInfo.worldPoint;
result.distance = SHVec3::Distance(ray.position, result.position);
result.angle = SHVec3::Angle(ray.position, result.position);
result.entityHit = eid;
result.shapeIndex = findColliderIndex(rp3dBody, rp3dRaycastInfo.collider->getEntity());
}
raycasts.emplace_back(ray, result);
return result;
}
SHPhysicsRaycastResult SHPhysicsRaycaster::ColliderRaycast(EntityID eid, int shapeIndex, const SHRay& ray, float distance) noexcept
{
SHPhysicsRaycastResult result;
result.distance = distance;
// Get a valid physics object with at least 1 collider.
const auto* PHYSICS_OBJECT = validateColliderRaycast(eid);
if (!PHYSICS_OBJECT)
return result;
// Boundary check for shape index
if (shapeIndex < 0 || shapeIndex >= static_cast<int>(PHYSICS_OBJECT->GetCollisionBody()->getNbColliders()))
{
SHLOGV_WARNING("Invalid collision shape index passed in")
return result;
}
auto* rp3dCollider = PHYSICS_OBJECT->GetCollisionBody()->getCollider(shapeIndex);
rp3d::RaycastInfo rp3dRaycastInfo;
bool hit = false;
if (distance == std::numeric_limits<float>::infinity())
{
hit = rp3dCollider->raycast(ray, rp3dRaycastInfo);
}
else
{
const SHVec3 END_POINT = ray.position + ray.direction * distance;
const rp3d::Ray RP3D_RAY{ ray.position, END_POINT };
hit = rp3dCollider->raycast(RP3D_RAY, rp3dRaycastInfo);
}
if (hit)
{
result.hit = true;
result.position = rp3dRaycastInfo.worldPoint;
result.normal = rp3dRaycastInfo.worldPoint;
result.distance = SHVec3::Distance(ray.position, result.position);
result.angle = SHVec3::Angle(ray.position, result.position);
result.entityHit = eid;
result.shapeIndex = shapeIndex;
}
raycasts.emplace_back(ray, result);
return result;
}
SHPhysicsRaycastResult SHPhysicsRaycaster::ColliderLinecast(EntityID eid, const SHVec3& start, const SHVec3& end) noexcept
{
SHPhysicsRaycastResult result;
result.distance = SHVec3::Distance(start, end);
const auto* PHYSICS_OBJECT = validateColliderRaycast(eid);
if (!PHYSICS_OBJECT)
return result;
auto* rp3dBody = PHYSICS_OBJECT->GetCollisionBody();
rp3d::RaycastInfo rp3dRaycastInfo;
const rp3d::Ray RP3D_RAY{ start, end };
if (rp3dBody->raycast(RP3D_RAY, rp3dRaycastInfo))
{
result.hit = true;
result.position = rp3dRaycastInfo.worldPoint;
result.normal = rp3dRaycastInfo.worldPoint;
result.distance = SHVec3::Distance(start, result.position);
result.angle = SHVec3::Angle(end, result.position);
result.entityHit = eid;
result.shapeIndex = findColliderIndex(rp3dBody, rp3dRaycastInfo.collider->getEntity());
}
raycasts.emplace_back(RP3D_RAY, result);
return result;
}
SHPhysicsRaycastResult SHPhysicsRaycaster::ColliderLinecast(EntityID eid, int shapeIndex, const SHVec3& start, const SHVec3& end) noexcept
{
SHPhysicsRaycastResult result;
result.distance = SHVec3::Distance(start, end);
const auto* PHYSICS_OBJECT = validateColliderRaycast(eid);
if (!PHYSICS_OBJECT)
return result;
if (shapeIndex < 0 || shapeIndex >= static_cast<int>(PHYSICS_OBJECT->GetCollisionBody()->getNbColliders()))
{
SHLOGV_WARNING("Invalid collision shape index passed in")
return result;
}
auto* rp3dCollider = PHYSICS_OBJECT->GetCollisionBody()->getCollider(shapeIndex);
rp3d::RaycastInfo rp3dRaycastInfo;
const rp3d::Ray RP3D_RAY{ start, end };
if (rp3dCollider->raycast(RP3D_RAY, rp3dRaycastInfo))
{
result.hit = true;
result.position = rp3dRaycastInfo.worldPoint;
result.normal = rp3dRaycastInfo.worldPoint;
result.distance = SHVec3::Distance(start, result.position);
result.angle = SHVec3::Angle(end, result.position);
result.entityHit = eid;
result.shapeIndex = shapeIndex;
}
raycasts.emplace_back(RP3D_RAY, result);
return result;
}
rp3d::decimal SHPhysicsRaycaster::notifyRaycastHit(const rp3d::RaycastInfo& raycastInfo)
{
temp.hit = true;
temp.position = raycastInfo.worldPoint;
temp.normal = raycastInfo.worldNormal;
if (!objectManager)
{
SHLOGV_ERROR("No physics object manager linked with raycaster to match bodies")
return 0.0f;
}
// Compare body IDs to find the matching physics object
const auto HIT_BODY_EID = raycastInfo.body->getEntity();
for (const auto& [entityID, physicsObject] : objectManager->GetPhysicsObjects())
{
const auto RP3D_BODY = physicsObject.GetCollisionBody();
// Match rp3d bodies
if (RP3D_BODY->getEntity() != HIT_BODY_EID)
continue;
temp.entityHit = entityID;
// Find collider index
if (const int INDEX = findColliderIndex(RP3D_BODY, raycastInfo.collider->getEntity()); INDEX > -1)
{
temp.shapeIndex = INDEX;
break;
}
}
return 0.0f;
}
/*-----------------------------------------------------------------------------------*/
/* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHPhysicsObject* SHPhysicsRaycaster::validateColliderRaycast(EntityID eid) noexcept
{
if (!objectManager)
{
SHLOGV_ERROR("No physics object manager linked with raycaster to match bodies")
return nullptr;
}
auto* physicsObject = objectManager->GetPhysicsObject(eid);
if (!physicsObject || physicsObject->GetCollisionBody()->getNbColliders() == 0)
{
SHLOGV_WARNING("Cannot cast ray at an entity without colliders!")
return nullptr;
}
return physicsObject;
}
int SHPhysicsRaycaster::findColliderIndex(const rp3d::CollisionBody* rp3dBody, rp3d::Entity rp3dColliderEID) noexcept
{
const int NUM_COLLISION_SHAPES = static_cast<int>(rp3dBody->getNbColliders());
for (int i = 0; i < NUM_COLLISION_SHAPES; ++i)
{
const auto COLLIDER_EID = rp3dBody->getCollider(i)->getEntity();
if (COLLIDER_EID == rp3dColliderEID)
return i;
}
return -1;
}
} // namespace SHADE

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@ -1,134 +0,0 @@
/****************************************************************************************
* \file SHPhysicsRaycaster.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Physics Raycaster.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#pragma once
#include <vector>
#include <reactphysics3d/reactphysics3d.h>
// Project Headers
#include "Math/SHRay.h"
#include "Physics/PhysicsObject/SHPhysicsObjectManager.h"
#include "Physics/SHPhysicsWorld.h"
#include "SH_API.h"
#include "SHCollisionTags.h"
#include "SHPhysicsRaycastResult.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHPhysicsRaycaster : public reactphysics3d::RaycastCallback
{
private:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
using RaycastPair = std::pair<SHRay, SHPhysicsRaycastResult>;
using RaycastPairs = std::vector<RaycastPair>;
public:
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHPhysicsRaycaster() noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] const RaycastPairs& GetRaycasts() const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetObjectManager(SHPhysicsObjectManager* physicsObjectManager) noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
void BindToWorld (rp3d::PhysicsWorld* physicsWorld) noexcept;
void ClearFrame () noexcept;
// TODO(Diren): Filtering, return all shades ray hits
SHPhysicsRaycastResult Raycast
(
const SHRay& ray
, float distance = std::numeric_limits<float>::infinity()
, const SHCollisionTag& collisionTag = SHCollisionTag{}
) noexcept;
SHPhysicsRaycastResult Linecast
(
const SHVec3& start
, const SHVec3& end
, const SHCollisionTag& collisionTag = SHCollisionTag{}
) noexcept;
SHPhysicsRaycastResult ColliderRaycast
(
EntityID eid
, const SHRay& ray
, float distance = std::numeric_limits<float>::infinity()
) noexcept;
SHPhysicsRaycastResult ColliderRaycast
(
EntityID eid
, int shapeIndex
, const SHRay& ray
, float distance = std::numeric_limits<float>::infinity()
) noexcept;
SHPhysicsRaycastResult ColliderLinecast
(
EntityID eid
, const SHVec3& start
, const SHVec3& end
) noexcept;
SHPhysicsRaycastResult ColliderLinecast
(
EntityID eid
, int shapeIndex
, const SHVec3& start
, const SHVec3& end
) noexcept;
rp3d::decimal notifyRaycastHit(const rp3d::RaycastInfo& raycastInfo) override;
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
rp3d::PhysicsWorld* world;
SHPhysicsObjectManager* objectManager; // For
SHPhysicsRaycastResult temp; // Holds the temporary result after casting into the world
RaycastPairs raycasts; // Used for debug drawing
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
SHPhysicsObject* validateColliderRaycast (EntityID eid) noexcept;
static int findColliderIndex (const rp3d::CollisionBody* rp3dBody, rp3d::Entity rp3dColliderEID) noexcept;
};
} // namespace SHADE

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@ -0,0 +1,120 @@
/****************************************************************************************
* \file SHBoxCollisionShape.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Box Collision Shape.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#include <SHpch.h>
#include <reactphysics3d/reactphysics3d.h>
// Primary Header
#include "SHBox.h"
// Project Headers
#include "Math/SHMatrix.h"
#include "Physics/Interface/SHColliderComponent.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHBox::SHBox() noexcept
: SHCollisionShape (Type::BOX)
, relativeExtents { SHVec3::One }
, scale { SHVec3::One }
{
if (rp3dCollider)
dynamic_cast<rp3d::BoxShape*>(rp3dCollider->getCollisionShape())->setHalfExtents(SHVec3::One * 0.5f);
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHVec3 SHBox::GetWorldExtents() const noexcept
{
if (rp3dCollider)
return SHVec3{ dynamic_cast<rp3d::BoxShape*>(rp3dCollider->getCollisionShape())->getHalfExtents() };
return relativeExtents * scale * 0.5f;
}
SHVec3 SHBox::GetRelativeExtents() const noexcept
{
return relativeExtents;
}
SHVec3 SHBox::GetWorldCentroid() const noexcept
{
const SHQuaternion ROTATION = collider->GetTransform().orientation * SHQuaternion::FromEuler(rotationOffset);
const SHMatrix TRS = SHMatrix::Rotate(ROTATION) * SHMatrix::Translate(collider->GetTransform().position);
return SHVec3::Transform(positionOffset, TRS);
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHBox::SetWorldExtents(const SHVec3& newWorldExtents) noexcept
{
if (rp3dCollider)
dynamic_cast<rp3d::BoxShape*>(rp3dCollider->getCollisionShape())->setHalfExtents(newWorldExtents);
// Recompute Relative radius
relativeExtents = 2.0f * newWorldExtents / scale;
}
void SHBox::SetRelativeExtents(const SHVec3& newRelativeExtents) noexcept
{
relativeExtents = newRelativeExtents;
// Recompute world radius
if (rp3dCollider)
dynamic_cast<rp3d::BoxShape*>(rp3dCollider->getCollisionShape())->setHalfExtents(relativeExtents * scale * 0.5f);
}
void SHBox::SetScale(const SHVec3& newScale) noexcept
{
scale = SHVec3::Abs(newScale);
// Recompute world radius
if (rp3dCollider)
dynamic_cast<rp3d::BoxShape*>(rp3dCollider->getCollisionShape())->setHalfExtents(relativeExtents * scale * 0.5f);
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHBox::Update() noexcept
{
const SHTransform& PARENT_TRANSFORM = collider->GetTransform();
SetScale(PARENT_TRANSFORM.scale);
SHCollisionShape::Update();
}
SHMatrix SHBox::GetTRS() const noexcept
{
const SHQuaternion ROTATION = collider->GetTransform().orientation * SHQuaternion::FromEuler(rotationOffset);
const SHVec3 SCALE = GetWorldExtents() * 2.0f;
const SHMatrix TRS = SHMatrix::Rotate(ROTATION) * SHMatrix::Translate(collider->GetTransform().position);
const SHVec3 POSITION = SHVec3::Transform(positionOffset, TRS);
return SHMatrix::Transform(POSITION, ROTATION, SCALE);
}
} // namespace SHADE

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@ -1,7 +1,7 @@
/****************************************************************************************
* \file SHShape.h
* \file SHBox.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a shape.
* \brief Interface for a Box Collision Shape.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
@ -11,9 +11,7 @@
#pragma once
// Project Headers
#include "SH_API.h"
#include "Math/SHRay.h"
#include "SHCollisionShape.h"
namespace SHADE
{
@ -21,62 +19,61 @@ namespace SHADE
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHShape
/**
* @brief
* Encapsulate a Box Shape used for Physics Simulations.
*/
class SH_API SHBox final : public SHCollisionShape
{
private:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHColliderComponent;
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
enum class Type
{
BOX
, SPHERE
, CAPSULE
, CONVEX_HULL
, COUNT
, NONE = -1
};
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
bool isIntersecting;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
virtual ~SHShape () = default;
SHBox () noexcept;
~SHBox () override = default;
SHShape (const SHShape&) = default;
SHShape (SHShape&&) = default;
SHShape& operator=(const SHShape&) = default;
SHShape& operator=(SHShape&&) = default;
SHShape();
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] Type GetType () const noexcept;
[[nodiscard]] SHVec3 GetWorldExtents () const noexcept;
[[nodiscard]] SHVec3 GetRelativeExtents () const noexcept;
[[nodiscard]] SHVec3 GetWorldCentroid () const noexcept override;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetWorldExtents (const SHVec3& newWorldExtents) noexcept;
void SetRelativeExtents (const SHVec3& newRelativeExtents) noexcept;
void SetScale (const SHVec3& newScale) noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] virtual bool TestPoint (const SHVec3& point) const noexcept = 0;
[[nodiscard]] virtual SHRaycastResult Raycast (const SHRay& ray) const noexcept = 0;
void Update () noexcept override;
[[nodiscard]] SHMatrix GetTRS () const noexcept override;
protected:
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
Type type;
SHVec3 relativeExtents;
SHVec3 scale;
};
} // namespace SHADE

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@ -0,0 +1,232 @@
/****************************************************************************************
* \file SHCollider.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Collider.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#include <SHpch.h>
#include <reactphysics3d/reactphysics3d.h>
// Primary Header
#include "SHCollisionShape.h"
// Project Headers
#include "Physics/Interface/SHColliderComponent.h"
#include "Physics/Collision/CollisionTags/SHCollisionTagMatrix.h"
#include "Reflection/SHReflectionMetadata.h"
#include "Tools/Utilities/SHUtilities.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHCollisionShape::SHCollisionShape(Type colliderType)
: rp3dCollider { nullptr }
, collider { nullptr }
, collisionTag { SHCollisionTagMatrix::GetTag(0) }
, flags { 0 }
{
flags |= 1U << SHUtilities::ConvertEnum(colliderType);
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
float SHCollisionShape::GetFriction() const noexcept
{
return material.GetFriction();
}
float SHCollisionShape::GetBounciness() const noexcept
{
return material.GetBounciness();
}
float SHCollisionShape::GetDensity() const noexcept
{
return material.GetDensity();
}
const SHPhysicsMaterial& SHCollisionShape::GetMaterial() const noexcept
{
return material;
}
const SHVec3& SHCollisionShape::GetPositionOffset() const noexcept
{
return positionOffset;
}
const SHVec3& SHCollisionShape::GetRotationOffset() const noexcept
{
return rotationOffset;
}
SHCollisionShape::Type SHCollisionShape::GetType() const noexcept
{
for (int i = 0; i < SHUtilities::ConvertEnum(Type::COUNT); ++i)
{
const uint8_t FLAG_VALUE = 1U << SHUtilities::ConvertEnum(static_cast<Type>(i));
if (flags & FLAG_VALUE)
return static_cast<Type>(i);
}
return Type::INVALID;
}
bool SHCollisionShape::IsTrigger() const noexcept
{
static constexpr int FLAG_POS = 3;
static constexpr uint8_t FLAG_VALUE = 1U << FLAG_POS;
return flags & FLAG_VALUE;
}
bool SHCollisionShape::IsColliding() const noexcept
{
static constexpr int FLAG_POS = 4;
static constexpr uint8_t FLAG_VALUE = 1U << FLAG_POS;
return flags & FLAG_VALUE;
}
const SHCollisionTag& SHCollisionShape::GetCollisionTag() const noexcept
{
return *collisionTag;
}
SHVec3 SHCollisionShape::GetWorldCentroid() const noexcept
{
return collider->GetTransform().position;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionShape::SetCollisionTag(SHCollisionTag* newCollisionTag) noexcept
{
collisionTag = newCollisionTag;
if (rp3dCollider)
rp3dCollider->setCollideWithMaskBits(collisionTag->GetMask());
}
void SHCollisionShape::SetFriction(float friction) noexcept
{
material.SetFriction(friction);
if (rp3dCollider)
rp3dCollider->getMaterial().setFrictionCoefficient(material.GetFriction());
}
void SHCollisionShape::SetBounciness(float bounciness) noexcept
{
material.SetBounciness(bounciness);
if (rp3dCollider)
rp3dCollider->getMaterial().setBounciness(material.GetBounciness());
}
void SHCollisionShape::SetDensity(float density) noexcept
{
material.SetDensity(density);
if (rp3dCollider)
rp3dCollider->getMaterial().setMassDensity(material.GetDensity());
}
void SHCollisionShape::SetMaterial(const SHPhysicsMaterial& newMaterial) noexcept
{
material = newMaterial;
if (rp3dCollider)
{
auto& rp3dMaterial = rp3dCollider->getMaterial();
rp3dMaterial.setFrictionCoefficient(material.GetFriction());
rp3dMaterial.setBounciness(material.GetBounciness());
rp3dMaterial.setMassDensity(material.GetDensity());
}
}
void SHCollisionShape::SetPositionOffset(const SHVec3& posOffset) noexcept
{
positionOffset = posOffset;
Update();
}
void SHCollisionShape::SetRotationOffset(const SHVec3& rotOffset) noexcept
{
rotationOffset = rotOffset;
Update();
}
void SHCollisionShape::SetIsTrigger(bool isTrigger) noexcept
{
static constexpr int FLAG_POS = 3;
static constexpr uint8_t FLAG_VALUE = 1U << FLAG_POS;
isTrigger ? flags |= FLAG_VALUE : flags &= ~FLAG_VALUE;
if (rp3dCollider)
rp3dCollider->setIsTrigger(isTrigger);
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionShape::UpdateCollisionTags() noexcept
{
if (collisionTag->IsDirty())
rp3dCollider->setCollideWithMaskBits(collisionTag->GetMask());
}
void SHCollisionShape::Update() noexcept
{
if (rp3dCollider)
{
const rp3d::Transform OFFSETS{ positionOffset, SHQuaternion::FromEuler(rotationOffset) };
rp3dCollider->setLocalToBodyTransform(OFFSETS);
}
}
SHMatrix SHCollisionShape::GetTRS() const noexcept
{
return SHMatrix::Identity;
}
} // namespace SHADE
RTTR_REGISTRATION
{
using namespace SHADE;
using namespace rttr;
registration::enumeration<SHCollisionShape::Type>("Collider Type")
(
value("Box", SHCollisionShape::Type::BOX),
value("Sphere", SHCollisionShape::Type::SPHERE)
// TODO(Diren): Add More Shapes
);
registration::class_<SHCollisionShape>("Collider")
.property("IsTrigger" , &SHCollisionShape::IsTrigger , &SHCollisionShape::SetIsTrigger )
.property("Friction" , &SHCollisionShape::GetFriction , &SHCollisionShape::SetFriction )
.property("Bounciness" , &SHCollisionShape::GetBounciness , &SHCollisionShape::SetBounciness )
.property("Density" , &SHCollisionShape::GetDensity , &SHCollisionShape::SetDensity )
.property("Position Offset" , &SHCollisionShape::GetPositionOffset, &SHCollisionShape::SetPositionOffset)
.property("Rotation Offset" , &SHCollisionShape::GetRotationOffset, &SHCollisionShape::SetRotationOffset) (metadata(META::angleInRad, true));
}

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@ -0,0 +1,164 @@
/****************************************************************************************
* \file SHCollisionShape.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Base CollisionShape Class.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#pragma once
#include <rttr/registration>
#include <reactphysics3d/collision/Collider.h>
// Project Headers
#include "ECS_Base/Entity/SHEntity.h"
#include "Physics/Collision/CollisionTags/SHCollisionTags.h"
#include "Physics/Collision/SHPhysicsMaterial.h"
#include "Math/Transform/SHTransform.h"
#include "Physics/Collision/SHPhysicsRaycastResult.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHColliderComponent;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHCollisionShape
{
private:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHPhysicsSystem;
friend class SHPhysicsObjectManager;
friend class SHColliderComponent;
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
enum class Type
{
SPHERE
, BOX
, COUNT
, INVALID = -1
};
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHCollisionShape(Type colliderType = Type::INVALID);
SHCollisionShape(const SHCollisionShape& rhs) noexcept = default;
SHCollisionShape(SHCollisionShape&& rhs) noexcept = default;
virtual ~SHCollisionShape() noexcept = default;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHCollisionShape& operator=(const SHCollisionShape& rhs) noexcept = default;
SHCollisionShape& operator=(SHCollisionShape&& rhs) noexcept = default;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
// Material Properties
// TODO: Remove individual setters once instanced materials are supported
[[nodiscard]] float GetFriction() const noexcept;
[[nodiscard]] float GetBounciness() const noexcept;
[[nodiscard]] float GetDensity() const noexcept;
[[nodiscard]] const SHPhysicsMaterial& GetMaterial() const noexcept;
// Offsets
[[nodiscard]] const SHVec3& GetPositionOffset() const noexcept;
[[nodiscard]] const SHVec3& GetRotationOffset() const noexcept;
// Flags
[[nodiscard]] Type GetType() const noexcept;
[[nodiscard]] bool IsTrigger() const noexcept;
[[nodiscard]] bool IsColliding() const noexcept;
[[nodiscard]] const SHCollisionTag& GetCollisionTag() const noexcept;
[[nodiscard]] virtual SHVec3 GetWorldCentroid() const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetCollisionTag(SHCollisionTag* newCollisionTag) noexcept;
void SetFriction(float friction) noexcept;
void SetBounciness(float bounciness) noexcept;
void SetDensity(float density) noexcept;
void SetMaterial(const SHPhysicsMaterial& newMaterial) noexcept;
void SetPositionOffset(const SHVec3& posOffset) noexcept;
void SetRotationOffset(const SHVec3& rotOffset) noexcept;
// Forces rigidbody to recompute mass if one exists
void SetIsTrigger(bool isTrigger) noexcept;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Re-sets the collision tags if it is dirty.
*/
void UpdateCollisionTags() noexcept;
/**
* @brief
* Computes the transform of the shape.
*/
virtual void Update() noexcept;
/**
* @brief
* Computes the TRS matrix for rendering the shape.
* @return
* The model-to-world matrix for rendering the shape.
*/
[[nodiscard]] virtual SHMatrix GetTRS() const noexcept;
protected:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
reactphysics3d::Collider* rp3dCollider;
SHColliderComponent* collider; // The collider it belongs to.
SHCollisionTag* collisionTag;
SHPhysicsMaterial material; // TODO: Change to pointer once instancing is supported
SHVec3 positionOffset;
SHVec3 rotationOffset;
uint8_t flags; // 0 0 0 trigger 0 capsule sphere box
RTTR_ENABLE()
};
}

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@ -0,0 +1,122 @@
/****************************************************************************************
* \file SHSphereCollisionShape.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Sphere Collision Shape.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#include <SHpch.h>
#include <reactphysics3d/reactphysics3d.h>
// Primary Header
#include "SHSphere.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Math/SHMatrix.h"
#include "Physics/Interface/SHColliderComponent.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHSphere::SHSphere() noexcept
: SHCollisionShape (Type::SPHERE)
, relativeRadius { 1.0f }
, scale { 1.0f }
{
if (rp3dCollider)
dynamic_cast<rp3d::SphereShape*>(rp3dCollider->getCollisionShape())->setRadius(0.5f);
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
float SHSphere::GetWorldRadius() const noexcept
{
if (rp3dCollider)
return dynamic_cast<rp3d::SphereShape*>(rp3dCollider->getCollisionShape())->getRadius();
return relativeRadius * scale * 0.5f;
}
float SHSphere::GetRelativeRadius() const noexcept
{
return relativeRadius;
}
SHVec3 SHSphere::GetWorldCentroid() const noexcept
{
const SHQuaternion ROTATION = collider->GetTransform().orientation * SHQuaternion::FromEuler(rotationOffset);
const SHMatrix TRS = SHMatrix::Rotate(ROTATION) * SHMatrix::Translate(collider->GetTransform().position);
return SHVec3::Transform(positionOffset, TRS);
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHSphere::SetWorldRadius(float newWorldRadius) noexcept
{
if (rp3dCollider)
dynamic_cast<rp3d::SphereShape*>(rp3dCollider->getCollisionShape())->setRadius(newWorldRadius);
// Recompute Relative radius
relativeRadius = 2.0f * newWorldRadius / scale;
}
void SHSphere::SetRelativeRadius(float newRelativeRadius) noexcept
{
relativeRadius = newRelativeRadius;
// Recompute world radius
if (rp3dCollider)
dynamic_cast<rp3d::SphereShape*>(rp3dCollider->getCollisionShape())->setRadius(relativeRadius * scale * 0.5f);
}
void SHSphere::SetScale(float maxScale) noexcept
{
scale = std::fabs(maxScale);
// Recompute world radius
if (rp3dCollider)
dynamic_cast<rp3d::SphereShape*>(rp3dCollider->getCollisionShape())->setRadius(relativeRadius * scale * 0.5f);
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHSphere::Update() noexcept
{
const SHTransform& PARENT_TRANSFORM = collider->GetTransform();
const float SPHERE_SCALE = std::fabs(SHMath::Max({ PARENT_TRANSFORM.scale.x, PARENT_TRANSFORM.scale.y, PARENT_TRANSFORM.scale.z }));
SetScale(SPHERE_SCALE);
SHCollisionShape::Update();
}
SHMatrix SHSphere::GetTRS() const noexcept
{
const SHQuaternion ROTATION = collider->GetTransform().orientation * SHQuaternion::FromEuler(rotationOffset);
const SHVec3 SCALE = GetWorldRadius();
const SHMatrix TRS = SHMatrix::Rotate(ROTATION) * SHMatrix::Translate(collider->GetTransform().position);
const SHVec3 POSITION = SHVec3::Transform(positionOffset, TRS);
return SHMatrix::Transform(POSITION, ROTATION, SCALE);
}
} // namespace SHADE

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@ -1,7 +1,7 @@
/****************************************************************************************
* \file SHBoundingSphere.h
* \file SHSphereCollisionShape.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Bounding Sphere.
* \brief Interface for a Sphere Collision Shape.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
@ -10,11 +10,8 @@
#pragma once
#include <DirectXCollision.h>
// Project Headers
#include "SHShape.h"
#include "SH_API.h"
#include "SHCollisionShape.h"
namespace SHADE
{
@ -22,71 +19,61 @@ namespace SHADE
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHSphere : public SHShape,
private DirectX::BoundingSphere
/**
* @brief
* Encapsulate a Sphere Shape used for Physics Simulations.
*/
class SH_API SHSphere final : public SHCollisionShape
{
private:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHColliderComponent;
public:
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHSphere () noexcept;
SHSphere (const SHVec3& center, float radius) noexcept;
SHSphere (const SHSphere& rhs) noexcept;
SHSphere (SHSphere&& rhs) noexcept;
~SHSphere () override = default;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHSphere& operator= (const SHSphere& rhs) noexcept;
SHSphere& operator= (SHSphere&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] SHVec3 GetCenter () const noexcept;
[[nodiscard]] float GetWorldRadius () const noexcept;
[[nodiscard]] float GetRelativeRadius () const noexcept;
[[nodiscard]] SHVec3 GetWorldCentroid () const noexcept override;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetCenter (const SHVec3& center) noexcept;
void SetWorldRadius (float newWorldRadius) noexcept;
void SetRelativeRadius (float newRelativeRadius) noexcept;
void SetScale (float maxScale) noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept override;
[[nodiscard]] SHRaycastResult Raycast(const SHRay& ray) const noexcept override;
[[nodiscard]] bool Contains (const SHSphere& rhs) const noexcept;
[[nodiscard]] float Volume () const noexcept;
[[nodiscard]] float SurfaceArea () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Static Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] static SHSphere Combine (const SHSphere& lhs, const SHSphere& rhs) noexcept;
[[nodiscard]] static bool Intersect (const SHSphere& lhs, const SHSphere& rhs) noexcept;
[[nodiscard]] static SHSphere BuildFromSpheres (const SHSphere* spheres, size_t numSpheres) noexcept;
[[nodiscard]] static SHSphere BuildFromVertices (const SHVec3* vertices, size_t numVertices, size_t stride = 0) noexcept;
void Update () noexcept override;
[[nodiscard]] SHMatrix GetTRS () const noexcept override;
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
float RelativeRadius;
float relativeRadius;
float scale;
};
} // namespace SHADE
}

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@ -1,7 +1,7 @@
/****************************************************************************************
* \file SHShape.cpp
* \file SHPhysicsObject.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a shape.
* \brief Implementation for a Physics Object.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
@ -11,25 +11,25 @@
#include <SHpch.h>
// Primary Header
#include "SHShape.h"
#include "SHPhysicsObject.h"
// Project Headers
#include "ECS_Base/Managers/SHSystemManager.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/* Constructor & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHShape::SHShape()
: type { Type::NONE }
SHPhysicsObject::SHPhysicsObject(EntityID eid) noexcept
: entityID { eid }
{}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHShape::Type SHShape::GetType() const noexcept
SHPhysicsObject::~SHPhysicsObject() noexcept
{
return type;
entityID = MAX_EID;
body = nullptr;
}
} // namespace SHADE

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@ -0,0 +1,48 @@
/****************************************************************************************
* \file SHPhysicsObject.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Physics Object.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#pragma once
#include <reactphysics3d/reactphysics3d.h>
// Project Headers
#include "ECS_Base/Entity/SHEntity.h"
namespace SHADE
{
/*-------------------------------------------------------------------------------------*/
/* Type Definitions */
/*-------------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates a rigid body and a collider tied to an Entity.
*/
struct SH_API SHPhysicsObject
{
public:
/*-----------------------------------------------------------------------------------*/
/* Data Members */
/*-----------------------------------------------------------------------------------*/
// We use a rigid body all the time. Colliders without rigid bodies have a static body.
EntityID entityID = MAX_EID;
rp3d::RigidBody* body = nullptr;
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*-----------------------------------------------------------------------------------*/
SHPhysicsObject (EntityID eid) noexcept;
~SHPhysicsObject () noexcept;
};
} // namespace SHADE

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@ -0,0 +1,429 @@
/****************************************************************************************
* \file SHPhysicsObjectManager.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Physics Object Manager.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#include <SHpch.h>
// Primary Header
#include "SHPhysicsObjectManager.h"
// Project Headers
#include "Math/Transform/SHTransformComponent.h"
#include "Physics/Collision/CollisionTags/SHCollisionTagMatrix.h"
#include "Physics/Collision/Shapes/SHSphere.h"
#include "Physics/Collision/Shapes/SHBox.h"
#include "Physics/Interface/SHColliderComponent.h"
#include "Physics/Interface/SHRigidBodyComponent.h"
#include "Tools/Utilities/SHUtilities.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHPhysicsObjectManager::SHPhysicsObjectManager() noexcept
: factory { nullptr }
, physicsWorld { nullptr }
{}
SHPhysicsObjectManager::~SHPhysicsObjectManager() noexcept
{
RemoveAllObjects();
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHPhysicsObjectManager::EntityObjectMap& SHPhysicsObjectManager::GetPhysicsObjects() noexcept
{
return physicsObjects;
}
const SHPhysicsObject* SHPhysicsObjectManager::GetPhysicsObject(EntityID entityID) noexcept
{
const auto PHYSICS_OBJECT_ITERATOR = physicsObjects.find(entityID);
if (PHYSICS_OBJECT_ITERATOR == physicsObjects.end())
{
SHLOG_ERROR("Cannot find physics object for entity {}!", entityID)
return nullptr;
}
return &PHYSICS_OBJECT_ITERATOR->second;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPhysicsObjectManager::SetFactory(rp3d::PhysicsCommon* physicsFactory) noexcept
{
factory = physicsFactory;
}
void SHPhysicsObjectManager::SetPhysicsWorld(rp3d::PhysicsWorld* world) noexcept
{
physicsWorld = world;
}
/*-----------------------------------------------------------------------------------*/
/* Public Member Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPhysicsObjectManager::AddRigidBody(EntityID entityID) noexcept
{
SHASSERT(physicsWorld, "Physics World Missing ffrom Physics Object Manager!")
SHPhysicsObject* physicsObject = ensurePhysicsObject(entityID);
// Get the rigidbody and transform components
auto* rigidBodyComponent = SHComponentManager::GetComponent<SHRigidBodyComponent>(entityID);
auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(entityID);
if (!physicsObject->body)
{
if (!transformComponent)
{
SHLOG_ERROR("Unable to create a rigid body for Entity {} with missing transform!", entityID)
return;
}
// Create a new rigidbody in the physics object
const rp3d::Transform RP3D_TRANSFORM{ transformComponent->GetWorldPosition(), transformComponent->GetWorldOrientation() };
physicsObject->body = physicsWorld->createRigidBody(RP3D_TRANSFORM);
}
// Link with the component
rigidBodyComponent->SetRigidBody(physicsObject->body);
// Reset the type
const auto RIGID_BODY_TYPE = rigidBodyComponent->GetType();
switch (RIGID_BODY_TYPE)
{
case SHRigidBodyComponent::Type::STATIC:
physicsObject->body->setType(rp3d::BodyType::STATIC);
break;
case SHRigidBodyComponent::Type::KINEMATIC:
physicsObject->body->setType(rp3d::BodyType::KINEMATIC);
break;
case SHRigidBodyComponent::Type::DYNAMIC:
physicsObject->body->setType(rp3d::BodyType::DYNAMIC);
break;
default:
break;
}
}
void SHPhysicsObjectManager::RemoveRigidBody(EntityID entityID) noexcept
{
SHASSERT(physicsWorld, "Physics World Missing from Physics Object Manager!")
const auto PHYSICS_OBJECT_ITERATOR = physicsObjects.find(entityID);
if (PHYSICS_OBJECT_ITERATOR == physicsObjects.end())
return;
SHPhysicsObject* physicsObject = &PHYSICS_OBJECT_ITERATOR->second;
// If a collider component exists, we just set the body to static
if (SHComponentManager::GetComponent_s<SHColliderComponent>(entityID))
physicsObject->body->setType(rp3d::BodyType::STATIC);
else
{
physicsWorld->destroyRigidBody(physicsObject->body);
destroyPhysicsObject(entityID);
}
}
void SHPhysicsObjectManager::AddCollider(EntityID entityID) noexcept
{
SHASSERT(physicsWorld, "Physics World Missing from Physics Object Manager!")
SHPhysicsObject* physicsObject = ensurePhysicsObject(entityID);
// Get the collider & transform component
auto* colliderComponent = SHComponentManager::GetComponent<SHColliderComponent>(entityID);
auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(entityID);
// Check if a body already exists. If it does, link it with the component
if (!physicsObject->body)
{
if (!transformComponent)
{
SHLOG_ERROR("Unable to create a collider for Entity {} with missing transform!", entityID)
return;
}
// Create a static body
const rp3d::Transform RP3D_TRANSFORM{ transformComponent->GetWorldPosition(), transformComponent->GetWorldOrientation() };
physicsObject->body = physicsWorld->createRigidBody(RP3D_TRANSFORM);
physicsObject->body->setType(rp3d::BodyType::STATIC);
}
// Link with component
colliderComponent->SetFactory(factory);
colliderComponent->SetCollisionBody(physicsObject->body);
}
void SHPhysicsObjectManager::RemoveCollider(EntityID entityID) noexcept
{
const auto PHYSICS_OBJECT_ITERATOR = physicsObjects.find(entityID);
if (PHYSICS_OBJECT_ITERATOR != physicsObjects.end())
{
SHPhysicsObject* physicsObject = &PHYSICS_OBJECT_ITERATOR->second;
// Remove all collision shapes from the body
int32_t numShapes = static_cast<int32_t>(physicsObject->body->getNbColliders());
while (--numShapes >= 0)
{
auto* rp3dCollider = physicsObject->body->getCollider(numShapes);
physicsObject->body->removeCollider(rp3dCollider);
}
// Destroy if no rigidbody component
if (!SHComponentManager::GetComponent_s<SHRigidBodyComponent>(entityID))
destroyPhysicsObject(entityID);
}
}
void SHPhysicsObjectManager::RemoveAllObjects() noexcept
{
// Physics objects itself will delete the object
physicsObjects.clear();
}
void SHPhysicsObjectManager::AddRigidBodyDef(EntityID entityID) noexcept
{
auto* rigidBody = SHComponentManager::GetComponent<SHRigidBodyComponent>(entityID);
const SHRigidBodyDef RIGID_BODY_DEF
{
.entityID = rigidBody->GetEID()
, .bodyType = rigidBody->type
, .interpolate = rigidBody->interpolate
, .drag = rigidBody->drag
, .angularDrag = rigidBody->angularDrag
};
rigidBodyQueue.push(RIGID_BODY_DEF);
}
void SHPhysicsObjectManager::AddColliderDef(EntityID entityID) noexcept
{
auto* collider = SHComponentManager::GetComponent<SHColliderComponent>(entityID);
SHColliderDef colliderDef
{
.entityID = collider->GetEID()
};
for (const auto* shape : collider->shapes)
{
SHColliderDef::ShapeDef shapeDef
{
.type = shape->GetType()
, .posOffset = shape->GetPositionOffset()
, .rotOffset = shape->GetRotationOffset()
};
switch (shape->GetType())
{
case SHCollisionShape::Type::SPHERE:
shapeDef.size.x = dynamic_cast<const SHSphere*>(shape)->GetWorldRadius();
break;
case SHCollisionShape::Type::BOX:
shapeDef.size = dynamic_cast<const SHBox*>(shape)->GetWorldExtents();
break;
default:
break;
}
colliderDef.shapes.emplace_back(shapeDef);
}
colliderQueue.push(colliderDef);
}
void SHPhysicsObjectManager::FlushDefinitions() noexcept
{
SHASSERT(physicsWorld, "Physics World Missing ffrom Physics Object Manager!")
// Flush all rigid bodies
while (!rigidBodyQueue.empty())
{
const SHRigidBodyDef& DEF = rigidBodyQueue.front();
SHPhysicsObject* physicsObject = ensurePhysicsObject(DEF.entityID);
// Get transform component
auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(DEF.entityID);
if (!transformComponent)
{
SHLOG_ERROR("Unable to create a rigid body for Entity {} with missing transform!", DEF.entityID)
rigidBodyQueue.pop();
continue;
}
// Create a new rigidbody in the physics object
const rp3d::Transform RP3D_TRANSFORM{ transformComponent->GetWorldPosition(), transformComponent->GetWorldOrientation() };
physicsObject->body = physicsWorld->createRigidBody(RP3D_TRANSFORM);
// Get rigidBody component
auto* rigidBodyComponent = SHComponentManager::GetComponent<SHRigidBodyComponent>(DEF.entityID);
rigidBodyComponent->SetRigidBody(physicsObject->body);
// Set type
rigidBodyComponent->type = DEF.bodyType;
switch (DEF.bodyType)
{
case SHRigidBodyComponent::Type::STATIC:
physicsObject->body->setType(rp3d::BodyType::STATIC);
break;
case SHRigidBodyComponent::Type::KINEMATIC:
physicsObject->body->setType(rp3d::BodyType::KINEMATIC);
break;
case SHRigidBodyComponent::Type::DYNAMIC:
physicsObject->body->setType(rp3d::BodyType::DYNAMIC);
break;
default:
break;
}
// Re-set properties
rigidBodyComponent->SetGravityEnabled (rigidBodyComponent->IsGravityEnabled());
rigidBodyComponent->SetIsAllowedToSleep (rigidBodyComponent->IsAllowedToSleep());
rigidBodyComponent->SetFreezePositionX (rigidBodyComponent->GetFreezePositionX());
rigidBodyComponent->SetFreezePositionY (rigidBodyComponent->GetFreezePositionY());
rigidBodyComponent->SetFreezePositionZ (rigidBodyComponent->GetFreezePositionZ());
rigidBodyComponent->SetFreezeRotationX (rigidBodyComponent->GetFreezeRotationX());
rigidBodyComponent->SetFreezeRotationY (rigidBodyComponent->GetFreezeRotationY());
rigidBodyComponent->SetFreezeRotationZ (rigidBodyComponent->GetFreezeRotationZ());
rigidBodyComponent->SetInterpolate (DEF.interpolate);
rigidBodyComponent->SetDrag (DEF.drag);
rigidBodyComponent->SetAngularDrag (DEF.angularDrag);
rigidBodyQueue.pop();
}
// Flush all colliders
while (!colliderQueue.empty())
{
const SHColliderDef& DEF = colliderQueue.front();
SHPhysicsObject* physicsObject = ensurePhysicsObject(DEF.entityID);
// Get transform component
auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(DEF.entityID);
if (!transformComponent)
{
SHLOG_ERROR("Unable to create a collider for Entity {} with missing transform!", DEF.entityID)
colliderQueue.pop();
continue;
}
if (!physicsObject->body)
{
// Create a static body
const rp3d::Transform RP3D_TRANSFORM{ transformComponent->GetWorldPosition(), transformComponent->GetWorldOrientation() };
physicsObject->body = physicsWorld->createRigidBody(RP3D_TRANSFORM);
physicsObject->body->setType(rp3d::BodyType::STATIC);
}
// Get rigidBody component
auto* colliderComponent = SHComponentManager::GetComponent<SHColliderComponent>(DEF.entityID);
colliderComponent->SetFactory(factory);
colliderComponent->SetCollisionBody(physicsObject->body);
// Add all shapes
for (size_t i = 0; i < colliderComponent->shapes.size(); ++i)
{
// Get the currrent shape
auto& collisionShape = colliderComponent->shapes[i];
// Add the rp3d collider to the shade collision shape
switch (collisionShape->GetType())
{
case SHCollisionShape::Type::SPHERE:
{
auto* sphereShape = dynamic_cast<SHSphere*>(collisionShape);
const float SPHERE_SCALE = std::fabs(SHMath::Max({ colliderComponent->transform.scale.x, colliderComponent->transform.scale.y, colliderComponent->transform.scale.z }));
rp3d::SphereShape* rp3dSphere = factory->createSphereShape(sphereShape->GetRelativeRadius() * SPHERE_SCALE * 0.5f);
const rp3d::Transform OFFSETS{ sphereShape->GetPositionOffset(), SHQuaternion::FromEuler(sphereShape->GetRotationOffset()) };
sphereShape->rp3dCollider = physicsObject->body->addCollider(rp3dSphere, OFFSETS);
sphereShape->rp3dCollider->setIsTrigger(sphereShape->IsTrigger());
break;
}
case SHCollisionShape::Type::BOX:
{
auto* boxShape = dynamic_cast<SHBox*>(collisionShape);
rp3d::BoxShape* rp3dBox = factory->createBoxShape(boxShape->GetRelativeExtents() * colliderComponent->transform.scale * 0.5f);
const rp3d::Transform OFFSETS{ boxShape->GetPositionOffset(), SHQuaternion::FromEuler(boxShape->GetRotationOffset()) };
boxShape->rp3dCollider = physicsObject->body->addCollider(rp3dBox, OFFSETS);
boxShape->rp3dCollider->setIsTrigger(boxShape->IsTrigger());
break;
}
default: break;
}
collisionShape->SetMaterial(collisionShape->GetMaterial());
const auto& COLLISION_TAG = collisionShape->GetCollisionTag();
collisionShape->SetCollisionTag(SHCollisionTagMatrix::GetTag(COLLISION_TAG.GetName()));
}
physicsObject->body->updateMassPropertiesFromColliders();
colliderQueue.pop();
}
}
/*-----------------------------------------------------------------------------------*/
/* Private Member Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHPhysicsObject* SHPhysicsObjectManager::createPhysicsObject(EntityID entityID)
{
const auto& NEW_OBJECT = physicsObjects.emplace(entityID, SHPhysicsObject{entityID}).first;
return &NEW_OBJECT->second;
}
SHPhysicsObject* SHPhysicsObjectManager::ensurePhysicsObject(EntityID entityID)
{
const auto PHYSICS_OBJECT_ITERATOR = physicsObjects.find(entityID);
SHPhysicsObject* physicsObject = PHYSICS_OBJECT_ITERATOR == physicsObjects.end()
? createPhysicsObject(entityID)
: &PHYSICS_OBJECT_ITERATOR->second;
return physicsObject;
}
void SHPhysicsObjectManager::destroyPhysicsObject(EntityID entityID)
{
physicsObjects.erase(entityID);
}
} // namespace SHADE

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@ -0,0 +1,182 @@
/****************************************************************************************
* \file SHPhysicsObjectManager.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Physics Object Manager.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#pragma once
#include <vector>
#include <queue>
#include <unordered_map>
// Project Headers
#include "SHPhysicsObject.h"
#include "Physics/Interface/SHRigidBodyComponent.h"
#include "Physics/Interface/SHColliderComponent.h"
namespace SHADE
{
/*-------------------------------------------------------------------------------------*/
/* Type Definitions */
/*-------------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates a manager for physics objects that links raw physics components with the
* engine's components.
*/
class SH_API SHPhysicsObjectManager
{
private:
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
using EntityObjectMap = std::unordered_map<EntityID, SHPhysicsObject>;
public:
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
struct SHRigidBodyDef
{
EntityID entityID = MAX_EID;
SHRigidBodyComponent::Type bodyType = SHRigidBodyComponent::Type::STATIC;
bool interpolate = true;
float drag = 0.0f;
float angularDrag = 0.0f;
};
struct SHColliderDef
{
struct ShapeDef
{
SHCollisionShape::Type type = SHCollisionShape::Type::SPHERE;
SHVec3 posOffset = SHVec3::Zero;
SHVec3 rotOffset = SHVec3::Zero;
SHVec3 size = SHVec3::Zero; // x for sphere radius, all 3 for box extents
};
EntityID entityID = MAX_EID;
std::vector<ShapeDef> shapes;
};
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*-----------------------------------------------------------------------------------*/
SHPhysicsObjectManager () noexcept;
~SHPhysicsObjectManager () noexcept;
/*-----------------------------------------------------------------------------------*/
/* Getter Functions */
/*-----------------------------------------------------------------------------------*/
[[nodiscard]] EntityObjectMap& GetPhysicsObjects () noexcept;
[[nodiscard]] const SHPhysicsObject* GetPhysicsObject (EntityID entityID) noexcept;
/*-----------------------------------------------------------------------------------*/
/* Setter Functions */
/*-----------------------------------------------------------------------------------*/
void SetFactory (rp3d::PhysicsCommon* physicsFactory) noexcept;
void SetPhysicsWorld(rp3d::PhysicsWorld* world) noexcept;
/*-----------------------------------------------------------------------------------*/
/* Member Functions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Creates a rigid body and links it with the rigid body component.
* @param entityID
* The entity to link the new rigid body to.
*/
void AddRigidBody (EntityID entityID) noexcept;
/**
* @brief
* Destroys a rigid body and removes the link with the rigid body component.
* @param entityID
* The entity to destroy the rigid body of.
*/
void RemoveRigidBody (EntityID entityID) noexcept;
/**
* @brief
* Creates a composite collider and links it with the collider component.
* @param entityID
* The entity to link the new collider to.
*/
void AddCollider (EntityID entityID) noexcept;
/**
* @brief
* Destroys a composite collider and removes the link with the collider component.
* @param entityID
* The entity to destroy the collider of.
*/
void RemoveCollider (EntityID entityID) noexcept;
/**
* @brief
* Removes all physics object in the manager. This is only meant to be called when
* the world is being destroyed or the scene is being changed.
*/
void RemoveAllObjects () noexcept;
/**
* @brief Adds a rigidbody definition to add to the physics world.
* @param rigidBody
* The rigidbody component
*/
void AddRigidBodyDef (EntityID entityID) noexcept;
/**
* @brief Adds a collider definition to add to the physics world.
* @param collider
* The collider component
*/
void AddColliderDef (EntityID entityID) noexcept;
/**
* @brief Adds all loaded definitions into the physics world.
*/
void FlushDefinitions () noexcept;
private:
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
using RigidBodyQueue = std::queue<SHRigidBodyDef>;
using ColliderQueue = std::queue<SHColliderDef>;
/*-----------------------------------------------------------------------------------*/
/* Data Members */
/*-----------------------------------------------------------------------------------*/
rp3d::PhysicsCommon* factory;
rp3d::PhysicsWorld* physicsWorld;
EntityObjectMap physicsObjects;
RigidBodyQueue rigidBodyQueue;
ColliderQueue colliderQueue;
/*-----------------------------------------------------------------------------------*/
/* Member Functions */
/*-----------------------------------------------------------------------------------*/
SHPhysicsObject* createPhysicsObject (EntityID entityID);
SHPhysicsObject* ensurePhysicsObject (EntityID entityID);
void destroyPhysicsObject (EntityID entityID);
};
} // namespace SHADE

View File

@ -9,6 +9,7 @@
****************************************************************************************/
#include <SHpch.h>
#include <reactphysics3d/reactphysics3d.h>
// Primary Header
#include "SHColliderComponent.h"
@ -16,7 +17,9 @@
// Project Headers
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Math/SHMathHelpers.h"
#include "Physics/System/SHPhysicsSystem.h"
#include "Physics/SHPhysicsEvents.h"
#include "Physics/Collision/Shapes/SHSphere.h"
#include "Physics/Collision/Shapes/SHBox.h"
namespace SHADE
{
@ -25,185 +28,257 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/
SHColliderComponent::SHColliderComponent() noexcept
: system { nullptr }
: flags { ACTIVE_FLAG | MOVED_FLAG }
, factory { nullptr }
, collisionBody { nullptr }
{}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHColliderComponent::GetDebugDrawState() const noexcept
{
return flags & DRAW_FLAG;
}
const SHTransform& SHColliderComponent::GetTransform() const noexcept
{
return transform;
}
const SHVec3& SHColliderComponent::GetPosition() const noexcept
{
return position;
return transform.position;
}
const SHQuaternion& SHColliderComponent::GetOrientation() const noexcept
{
return orientation;
}
SHVec3 SHColliderComponent::GetRotation() const noexcept
{
return orientation.ToEuler();
return transform.orientation;
}
const SHVec3& SHColliderComponent::GetScale() const noexcept
{
return scale;
return transform.scale;
}
const SHColliderComponent::CollisionShapes& SHColliderComponent::GetCollisionShapes() const noexcept
{
return collisionShapes;
return shapes;
}
SHCollisionShape& SHColliderComponent::GetCollisionShape(int index)
{
if (index < 0 || static_cast<size_t>(index) >= collisionShapes.size())
throw std::invalid_argument("Out-of-range access!");
const int NUM_SHAPES = static_cast<int>(shapes.size());
return collisionShapes[index];
if (index < 0 || index >= NUM_SHAPES)
throw std::invalid_argument("Out-of-range index!");
return *shapes[index];
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHColliderComponent::SetDebugDrawState(bool state) noexcept
{
state ? flags |= DRAW_FLAG : flags &= ~(DRAW_FLAG);
#ifdef SHEDITOR
// Broadcast event for the Debug Draw system to catch
const SHColliderOnDebugDrawEvent EVENT_DATA
{
.entityID = GetEID()
, .debugDrawState = state
};
SHEventManager::BroadcastEvent<SHColliderOnDebugDrawEvent>(EVENT_DATA, SH_PHYSICS_COLLIDER_DRAW_EVENT);
#endif
}
void SHColliderComponent::SetFactory(rp3d::PhysicsCommon* physicsCommon) noexcept
{
factory = physicsCommon;
}
void SHColliderComponent::SetCollisionBody(rp3d::CollisionBody* body) noexcept
{
collisionBody = body;
}
void SHColliderComponent::SetTransform(const SHTransform& newTransform) noexcept
{
flags |= MOVED_FLAG;
transform = newTransform;
}
void SHColliderComponent::SetPosition(const SHVec3& newPosition) noexcept
{
flags |= MOVED_FLAG;
transform.position = newPosition;
}
void SHColliderComponent::SetOrientation(const SHQuaternion& newOrientation) noexcept
{
flags |= MOVED_FLAG;
transform.orientation = newOrientation;
}
void SHColliderComponent::SetScale(const SHVec3& newScale) noexcept
{
flags |= MOVED_FLAG;
transform.scale = newScale;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHColliderComponent::OnCreate()
{
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (!physicsSystem)
{
SHLOG_ERROR("Physics System does not exist to link with Physics Components!")
return;
}
system = physicsSystem;
// Sync with transform if one already exists
if (auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(GetEID()); transformComponent)
{
position = transformComponent->GetWorldPosition();
orientation = transformComponent->GetWorldOrientation();
scale = transformComponent->GetWorldScale();
}
}
void SHColliderComponent::OnDestroy()
{
int32_t numShapes = static_cast<int32_t>(shapes.size());
while (--numShapes >= 0)
{
delete shapes[numShapes];
shapes[numShapes] = nullptr;
}
void SHColliderComponent::RecomputeCollisionShapes() noexcept
{
for (auto& collisionShape : collisionShapes)
{
switch (collisionShape.GetType())
{
case SHCollisionShape::Type::BOX:
{
auto* box = reinterpret_cast<SHBox*>(collisionShape.shape);
const SHVec3& RELATIVE_EXTENTS = box->GetRelativeExtents();
// Recompute world extents based on new scale and fixed relative extents
const SHVec3 WORLD_EXTENTS = RELATIVE_EXTENTS * (scale * 0.5f);
box->SetWorldExtents(WORLD_EXTENTS);
continue;
}
case SHCollisionShape::Type::SPHERE:
{
auto* sphere = reinterpret_cast<SHSphere*>(collisionShape.shape);
const float RELATIVE_RADIUS = sphere->GetRelativeRadius();
// Recompute world radius based on new scale and fixed radius
const float MAX_SCALE = SHMath::Max({ scale.x, scale.y, scale.z });
const float WORLD_RADIUS = RELATIVE_RADIUS * MAX_SCALE * 0.5f;
sphere->SetWorldRadius(WORLD_RADIUS);
continue;
}
default: continue;
}
}
shapes.clear();
}
int SHColliderComponent::AddBoundingBox(const SHVec3& halfExtents, const SHVec3& posOffset, const SHVec3& rotOffset) noexcept
const SHMatrix& SHColliderComponent::ComputeTRS() noexcept
{
if (!system)
{
SHLOG_ERROR("Physics system does not exist, unable to add Box Collider!")
return -1;
return transform.ComputeTRS();
}
static constexpr auto TYPE = SHCollisionShape::Type::BOX;
int SHColliderComponent::AddSphereCollisionShape(float relativeRadius, const SHVec3& posOffset, const SHVec3& rotOffset)
{
const float SPHERE_SCALE = std::fabs(SHMath::Max({ transform.scale.x, transform.scale.y, transform.scale.z }));
auto& collider = collisionShapes.emplace_back(SHCollisionShape{ GetEID(), TYPE });
const uint32_t NEW_INDEX = static_cast<uint32_t>(shapes.size());
collider.entityID = GetEID();
collider.SetPositionOffset(posOffset);
collider.SetRotationOffset(rotOffset);
collider.SetBoundingBox(halfExtents);
// Create collision shape
shapes.emplace_back(new SHSphere{});
auto* newSphere = dynamic_cast<SHSphere*>(shapes.back());
// Notify Physics System
const int NEW_SHAPE_INDEX = static_cast<int>(collisionShapes.size()) - 1;
newSphere->collider = this;
newSphere->positionOffset = posOffset;
newSphere->rotationOffset = rotOffset;
newSphere->relativeRadius = relativeRadius;
newSphere->scale = SPHERE_SCALE;
system->AddCollisionShape(GetEID(), NEW_SHAPE_INDEX);
return NEW_SHAPE_INDEX;
// Broadcast Event for adding a shape
const SHPhysicsColliderAddedEvent EVENT_DATA
{
.entityID = GetEID()
, .colliderType = SHCollisionShape::Type::BOX
, .colliderIndex = static_cast<int>(NEW_INDEX)
};
SHEventManager::BroadcastEvent<SHPhysicsColliderAddedEvent>(EVENT_DATA, SH_PHYSICS_COLLIDER_ADDED_EVENT);
// Only link with react if a factory is present.
// Otherwise, it will be linked through the physics object manager once the definitions are flushed.
if (factory)
{
rp3d::SphereShape* rp3dSphere = factory->createSphereShape(relativeRadius * SPHERE_SCALE * 0.5f);
const rp3d::Transform OFFSETS{ posOffset, SHQuaternion::FromEuler(rotOffset) };
newSphere->rp3dCollider = collisionBody->addCollider(rp3dSphere, OFFSETS);
dynamic_cast<rp3d::RigidBody*>(collisionBody)->updateMassPropertiesFromColliders();
}
int SHColliderComponent::AddBoundingSphere(float radius, const SHVec3& posOffset) noexcept
{
if (!system)
{
SHLOG_ERROR("Physics system does not exist, unable to add Sphere Collider!")
return -1;
return static_cast<int>(NEW_INDEX);
}
static constexpr auto TYPE = SHCollisionShape::Type::SPHERE;
int SHColliderComponent::AddBoxCollisionShape(const SHVec3& relativeExtents, const SHVec3& posOffset, const SHVec3& rotOffset)
{
const uint32_t NEW_INDEX = static_cast<uint32_t>(shapes.size());
auto& collider = collisionShapes.emplace_back(SHCollisionShape{ GetEID(), TYPE });
// Create collision shape
shapes.emplace_back(new SHBox{});
auto* newBox = dynamic_cast<SHBox*>(shapes.back());
collider.entityID = GetEID();
collider.SetPositionOffset(posOffset);
collider.SetBoundingSphere(radius);
newBox->collider = this;
newBox->positionOffset = posOffset;
newBox->rotationOffset = rotOffset;
newBox->relativeExtents = relativeExtents;
newBox->scale = SHVec3::Abs(transform.scale);
// Notify Physics System
const int NEW_SHAPE_INDEX = static_cast<int>(collisionShapes.size()) - 1;
// Broadcast Event for adding a shape
const SHPhysicsColliderAddedEvent EVENT_DATA
{
.entityID = GetEID()
, .colliderType = SHCollisionShape::Type::BOX
, .colliderIndex = static_cast<int>(NEW_INDEX)
};
system->AddCollisionShape(GetEID(), NEW_SHAPE_INDEX);
return NEW_SHAPE_INDEX;
SHEventManager::BroadcastEvent<SHPhysicsColliderAddedEvent>(EVENT_DATA, SH_PHYSICS_COLLIDER_ADDED_EVENT);
if (factory)
{
rp3d::BoxShape* rp3dBox = factory->createBoxShape(relativeExtents * newBox->scale * 0.5f);
const rp3d::Transform OFFSETS{ posOffset, SHQuaternion::FromEuler(rotOffset) };
newBox->rp3dCollider = collisionBody->addCollider(rp3dBox, OFFSETS);
dynamic_cast<rp3d::RigidBody*>(collisionBody)->updateMassPropertiesFromColliders();
}
void SHColliderComponent::RemoveCollider(int index)
{
if (index < 0 || static_cast<size_t>(index) >= collisionShapes.size())
throw std::invalid_argument("Out-of-range access!");
int idx = 0;
auto it = collisionShapes.begin();
for (; it != collisionShapes.end(); ++it)
{
if (idx == index)
break;
++idx;
return static_cast<int>(NEW_INDEX);
}
it = collisionShapes.erase(it);
// Notify Physics System
if (!system)
void SHColliderComponent::RemoveCollisionShape(int index)
{
SHLOG_ERROR("Physics system does not exist, unable to remove Collider!")
const int NUM_SHAPES = static_cast<int>(shapes.size());
if (index < 0 || index >= NUM_SHAPES)
throw std::invalid_argument("Out-of-range index!");
int i = 0;
for (auto shapeIter = shapes.begin(); shapeIter != shapes.end(); ++i, ++shapeIter)
{
if (i == index)
{
collisionBody->removeCollider((*shapeIter)->rp3dCollider);
dynamic_cast<rp3d::RigidBody*>(collisionBody)->updateMassPropertiesFromColliders();
const SHPhysicsColliderRemovedEvent EVENT_DATA
{
.entityID = GetEID()
, .colliderType = (*shapeIter)->GetType()
, .colliderIndex = index
};
// Broadcast Event for removing a shape
SHEventManager::BroadcastEvent<SHPhysicsColliderRemovedEvent>(EVENT_DATA, SH_PHYSICS_COLLIDER_REMOVED_EVENT);
SHLOG_INFO_D("Removing Collision Shape {} from Entity {}", index, GetEID())
delete *shapeIter;
shapeIter = shapes.erase(shapeIter);
return;
}
system->RemoveCollisionShape(GetEID(), index);
}
}
void SHColliderComponent::Update() noexcept
{
for (auto& shape : shapes)
shape->Update();
}
void SHColliderComponent::UpdateCollisionTags() noexcept
{
for (auto& shape : shapes)
shape->UpdateCollisionTags();
}
} // namespace SHADE

View File

@ -10,18 +10,24 @@
#pragma once
#include <vector>
#include <rttr/registration>
// Project Headers
#include "ECS_Base/Components/SHComponent.h"
#include "Math/Geometry/SHBox.h"
#include "Math/Geometry/SHSphere.h"
#include "SHCollisionShape.h"
#include "Math/Transform/SHTransform.h"
#include "Physics/Collision/Shapes/SHCollisionShape.h"
//namespace SHADE
//{
// class SHPhysicsSystem;
//}
/*-------------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-------------------------------------------------------------------------------------*/
namespace reactphysics3d
{
class PhysicsCommon;
class CollisionBody;
}
namespace SHADE
{
@ -37,13 +43,13 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
friend class SHPhysicsSystem;
friend class SHPhysicsObject;
friend class SHPhysicsObjectManager;
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
using CollisionShapes = std::vector<SHCollisionShape>;
using CollisionShapes = std::vector<SHCollisionShape*>;
public:
@ -67,29 +73,96 @@ namespace SHADE
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] bool HasChanged () const noexcept;
[[nodiscard]] bool GetDebugDrawState () const noexcept;
[[nodiscard]] const SHTransform& GetTransform () const noexcept;
[[nodiscard]] const SHVec3& GetPosition () const noexcept;
[[nodiscard]] const SHQuaternion& GetOrientation () const noexcept;
[[nodiscard]] SHVec3 GetRotation () const noexcept;
[[nodiscard]] const SHVec3& GetScale () const noexcept;
[[nodiscard]] const CollisionShapes& GetCollisionShapes() const noexcept;
[[nodiscard]] const CollisionShapes& GetCollisionShapes () const noexcept;
[[nodiscard]] SHCollisionShape& GetCollisionShape (int index);
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetDebugDrawState (bool state) noexcept;
void SetFactory (reactphysics3d::PhysicsCommon* physicsCommon) noexcept;
void SetCollisionBody (reactphysics3d::CollisionBody* body) noexcept;
void SetTransform (const SHTransform& newTransform) noexcept;
void SetPosition (const SHVec3& newPosition) noexcept;
void SetOrientation (const SHQuaternion& newOrientation) noexcept;
void SetScale (const SHVec3& newScale) noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
void OnCreate () override;
void OnDestroy () override;
void OnDestroy() override;
void RecomputeCollisionShapes () noexcept;
/**
* @brief
* Computes the TRS for the collider's transform
* @return
* The computed TRS.
*/
const SHMatrix& ComputeTRS() noexcept;
void RemoveCollider (int index);
/**
* @brief
* Adds a sphere collision shape.
* @param relativeRadius
* The relative radius is constructed with respect to the world scale. <br/>
* Radius = max(scale.x, scale.y, scale.z) * 0.5 * relativeRadius
* @param posOffset
* The position offset of the sphere from the center of the collider. Defaults to a Zero Vector.
* @param rotOffset
* The rotation offset of the sphere from the rotation of the collider. Defaults to a Zero Vector.
* @return
* The index of the newly added shape.
*/
int AddSphereCollisionShape (float relativeRadius, const SHVec3& posOffset = SHVec3::Zero, const SHVec3& rotOffset = SHVec3::Zero);
int AddBoundingBox (const SHVec3& halfExtents = SHVec3::One, const SHVec3& posOffset = SHVec3::Zero, const SHVec3& rotOffset = SHVec3::Zero) noexcept;
int AddBoundingSphere (float radius = 1.0f, const SHVec3& posOffset = SHVec3::Zero) noexcept;
/**
* @brief
* Adds a box collision shape.
* @param relativeExtents
* The relative extents are constructed with respect to the world scale. <br/>
* Extents = scale * 0.5 * relativeExtents
* @param posOffset
* The position offset of the box from the center of the collider. Defaults to a Zero Vector.
* @param rotOffset
* The rotation offset of the box from the rotation of the collider. Defaults to a Zero Vector.
* @return
* The index of the newly added shape.
*/
int AddBoxCollisionShape (const SHVec3& relativeExtents, const SHVec3& posOffset = SHVec3::Zero, const SHVec3& rotOffset = SHVec3::Zero);
/**
* @brief
* Removes a shape from the container. Removal reduces the size of the container.
* If removing all, perform removal from back to front.
* @param index
* The index of the shape to remove.
* @throws
* Invalid argument for out-of-range indices.
*/
void RemoveCollisionShape (int index);
/**
* @brief
* Recomputes the transforms for all shapes in this composite collider.
*/
void Update () noexcept;
/**
* @brief
* Re-sets any dirty collision tags on collision shapes.
*/
void UpdateCollisionTags () noexcept;
private:
@ -97,12 +170,15 @@ namespace SHADE
/* Data Members */
/*---------------------------------------------------------------------------------*/
SHPhysicsSystem* system;
static constexpr uint8_t ACTIVE_FLAG = 1U << 0;
static constexpr uint8_t DRAW_FLAG = 1U << 1;
static constexpr uint8_t MOVED_FLAG = 1U << 2;
SHVec3 position;
SHQuaternion orientation;
SHVec3 scale;
CollisionShapes collisionShapes;
uint8_t flags; // 0 0 0 0 0 hasMoved debugDraw active
reactphysics3d::PhysicsCommon* factory;
reactphysics3d::CollisionBody* collisionBody;
SHTransform transform;
CollisionShapes shapes;
RTTR_ENABLE()
};

View File

@ -1,368 +0,0 @@
/****************************************************************************************
* \file SHCollider.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Collider.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#include <SHpch.h>
// Primary Header
#include "SHCollisionShape.h"
// Project Headers
#include "Math/Geometry/SHBox.h"
#include "Math/Geometry/SHSphere.h"
#include "Math/SHMathHelpers.h"
#include "Physics/Collision/SHCollisionTagMatrix.h"
#include "Reflection/SHReflectionMetadata.h"
#include "SHColliderComponent.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHCollisionShape::SHCollisionShape(EntityID eid, Type colliderType, const SHPhysicsMaterial& physicsMaterial)
: type { colliderType }
, entityID { eid }
, isTrigger { false }
, dirty { true }
, shape { nullptr }
, material { physicsMaterial }
, collisionTag { SHCollisionTagMatrix::GetTag(0) }
{
switch (type)
{
case Type::BOX:
{
shape = new SHBox{ SHVec3::Zero, SHVec3::One };
break;
}
case Type::SPHERE:
{
shape = new SHSphere{ SHVec3::Zero, 0.5f };
break;
}
default: break;
}
}
SHCollisionShape::SHCollisionShape(const SHCollisionShape& rhs) noexcept
: type { rhs.type}
, entityID { rhs.entityID }
, isTrigger { rhs.isTrigger }
, dirty { true }
, shape { nullptr }
, material { rhs.material }
, positionOffset { rhs.positionOffset }
, rotationOffset { rhs.rotationOffset }
, collisionTag { rhs.collisionTag }
{
CopyShape(rhs.shape);
}
SHCollisionShape::SHCollisionShape(SHCollisionShape&& rhs) noexcept
: type { rhs.type}
, entityID { rhs.entityID }
, isTrigger { rhs.isTrigger }
, dirty { true }
, shape { nullptr }
, material { rhs.material }
, positionOffset { rhs.positionOffset }
, rotationOffset { rhs.rotationOffset }
, collisionTag { rhs.collisionTag }
{
CopyShape(rhs.shape);
}
SHCollisionShape::~SHCollisionShape() noexcept
{
shape = nullptr;
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHCollisionShape& SHCollisionShape::operator=(const SHCollisionShape& rhs) noexcept
{
if (this == &rhs)
return *this;
type = rhs.type;
entityID = rhs.entityID;
isTrigger = rhs.isTrigger;
dirty = true;
material = rhs.material;
positionOffset = rhs.positionOffset;
rotationOffset = rhs.rotationOffset;
collisionTag = rhs.collisionTag;
delete shape;
CopyShape(rhs.shape);
return *this;
}
SHCollisionShape& SHCollisionShape::operator=(SHCollisionShape&& rhs) noexcept
{
type = rhs.type;
entityID = rhs.entityID;
isTrigger = rhs.isTrigger;
dirty = true;
material = rhs.material;
positionOffset = rhs.positionOffset;
rotationOffset = rhs.rotationOffset;
collisionTag = rhs.collisionTag;
delete shape;
CopyShape(rhs.shape);
return *this;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHCollisionShape::HasChanged() const noexcept
{
return dirty;
}
bool SHCollisionShape::IsTrigger() const noexcept
{
return isTrigger;
}
SHCollisionShape::Type SHCollisionShape::GetType() const noexcept
{
return type;
}
const SHCollisionTag& SHCollisionShape::GetCollisionTag() const noexcept
{
return *collisionTag;
}
float SHCollisionShape::GetFriction() const noexcept
{
return material.GetFriction();
}
float SHCollisionShape::GetBounciness() const noexcept
{
return material.GetBounciness();
}
float SHCollisionShape::GetDensity() const noexcept
{
return material.GetDensity();
}
const SHPhysicsMaterial& SHCollisionShape::GetMaterial() const noexcept
{
return material;
}
const SHVec3& SHCollisionShape::GetPositionOffset() const noexcept
{
return positionOffset;
}
const SHVec3& SHCollisionShape::GetRotationOffset() const noexcept
{
return rotationOffset;
}
const SHShape* SHCollisionShape::GetShape() const noexcept
{
return shape;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionShape::SetBoundingBox(const SHVec3& halfExtents)
{
dirty = true;
const auto* COLLIDER = SHComponentManager::GetComponent<SHColliderComponent>(entityID);
auto* box = reinterpret_cast<SHBox*>(shape);
SHVec3 correctedHalfExtents = halfExtents;
// Get current relative halfExtents for error checking. 0 is ignored
const SHVec3& CURRENT_RELATIVE_EXTENTS = box->GetRelativeExtents();
for (size_t i = 0; i < SHVec3::SIZE; ++i)
{
if (SHMath::CompareFloat(halfExtents[i], 0.0f))
correctedHalfExtents[i] = CURRENT_RELATIVE_EXTENTS[i];
}
// Set the half extents relative to world scale
const SHVec3 WORLD_EXTENTS = correctedHalfExtents * COLLIDER->GetScale() * 0.5f;
if (type != Type::BOX)
{
type = Type::BOX;
delete shape;
shape = new SHBox{ positionOffset, WORLD_EXTENTS };
}
box->SetWorldExtents(WORLD_EXTENTS);
box->SetRelativeExtents(correctedHalfExtents);
}
void SHCollisionShape::SetBoundingSphere(float radius)
{
dirty = true;
auto* sphere = reinterpret_cast<SHSphere*>(shape);
const auto* COLLIDER = SHComponentManager::GetComponent<SHColliderComponent>(entityID);
// Get current relative halfExtents for error checking. 0 is ignored
const float CURRENT_RELATIVE_RADIUS = sphere->GetRelativeRadius();
if (SHMath::CompareFloat(radius, 0.0f))
radius = CURRENT_RELATIVE_RADIUS;
// Set the radius relative to world scale
const SHVec3 WORLD_SCALE = COLLIDER->GetScale();
const float MAX_SCALE = SHMath::Max({ WORLD_SCALE.x, WORLD_SCALE.y, WORLD_SCALE.z });
const float WORLD_RADIUS = radius * MAX_SCALE * 0.5f;
if (type != Type::SPHERE)
{
type = Type::SPHERE;
delete shape;
shape = new SHSphere{ positionOffset, WORLD_RADIUS };
}
sphere->SetWorldRadius(WORLD_RADIUS);
sphere->SetRelativeRadius(radius);
}
void SHCollisionShape::SetIsTrigger(bool trigger) noexcept
{
dirty = true;
isTrigger = trigger;
}
void SHCollisionShape::SetCollisionTag(SHCollisionTag* newCollisionTag) noexcept
{
dirty = true;
collisionTag = newCollisionTag;
}
void SHCollisionShape::SetFriction(float friction) noexcept
{
dirty = true;
material.SetFriction(friction);
}
void SHCollisionShape::SetBounciness(float bounciness) noexcept
{
dirty = true;
material.SetBounciness(bounciness);
}
void SHCollisionShape::SetDensity(float density) noexcept
{
dirty = true;
material.SetDensity(density);
}
void SHCollisionShape::SetMaterial(const SHPhysicsMaterial& newMaterial) noexcept
{
dirty = true;
material = newMaterial;
}
void SHCollisionShape::SetPositionOffset(const SHVec3& posOffset) noexcept
{
dirty = true;
positionOffset = posOffset;
switch (type)
{
case Type::BOX:
{
reinterpret_cast<SHBox*>(shape)->SetCenter(positionOffset);
break;
}
case Type::SPHERE:
{
reinterpret_cast<SHSphere*>(shape)->SetCenter(positionOffset);
break;
}
default: break;
}
}
void SHCollisionShape::SetRotationOffset(const SHVec3& rotOffset) noexcept
{
dirty = true;
rotationOffset = rotOffset;
}
/*-----------------------------------------------------------------------------------*/
/* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionShape::CopyShape(const SHShape* rhs)
{
switch (type)
{
case Type::BOX:
{
const auto* RHS_BOX = reinterpret_cast<const SHBox*>(rhs);
shape = new SHBox{ positionOffset, RHS_BOX->GetWorldExtents() };
auto* lhsBox = reinterpret_cast<SHBox*>(shape);
lhsBox->SetRelativeExtents(RHS_BOX->GetRelativeExtents());
break;
}
case Type::SPHERE:
{
const auto* RHS_SPHERE = reinterpret_cast<const SHSphere*>(rhs);
shape = new SHSphere{ positionOffset, RHS_SPHERE->GetWorldRadius() };
auto* lhsSphere = reinterpret_cast<SHSphere*>(shape);
lhsSphere->SetRelativeRadius(RHS_SPHERE->GetRelativeRadius());
break;
}
default: break;
}
}
} // namespace SHADE
RTTR_REGISTRATION
{
using namespace SHADE;
using namespace rttr;
registration::enumeration<SHCollisionShape::Type>("Collider Type")
(
value("Box", SHCollisionShape::Type::BOX),
value("Sphere", SHCollisionShape::Type::SPHERE)
// TODO(Diren): Add More Shapes
);
registration::class_<SHCollisionShape>("Collider")
.property("IsTrigger" , &SHCollisionShape::IsTrigger , &SHCollisionShape::SetIsTrigger )
.property("Friction" , &SHCollisionShape::GetFriction , &SHCollisionShape::SetFriction )
.property("Bounciness" , &SHCollisionShape::GetBounciness , &SHCollisionShape::SetBounciness )
.property("Density" , &SHCollisionShape::GetDensity , &SHCollisionShape::SetDensity )
.property("Position Offset" , &SHCollisionShape::GetPositionOffset, &SHCollisionShape::SetPositionOffset)
.property("Rotation Offset" , &SHCollisionShape::GetRotationOffset, &SHCollisionShape::SetRotationOffset) (metadata(META::angleInRad, true));
}

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@ -1,134 +0,0 @@
/****************************************************************************************
* \file SHCollider.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Collider.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#pragma once
#include <rttr/registration>
// Project Headers
#include "ECS_Base/Entity/SHEntity.h"
#include "Math/Geometry/SHShape.h"
#include "Math/SHQuaternion.h"
#include "SHPhysicsMaterial.h"
#include "Physics/Collision/SHCollisionTags.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHCollisionShape
{
private:
/*---------------------------------------------------------------------------------*/
/* Friends */
/*---------------------------------------------------------------------------------*/
friend class SHColliderComponent;
friend class SHPhysicsObject;
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
enum class Type
{
BOX
, SPHERE
, CAPSULE
};
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHCollisionShape (EntityID eid, Type colliderType = Type::BOX, const SHPhysicsMaterial& physicsMaterial = SHPhysicsMaterial::DEFAULT);
SHCollisionShape (const SHCollisionShape& rhs) noexcept;
SHCollisionShape (SHCollisionShape&& rhs) noexcept;
~SHCollisionShape () noexcept;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHCollisionShape& operator=(const SHCollisionShape& rhs) noexcept;
SHCollisionShape& operator=(SHCollisionShape&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] bool HasChanged () const noexcept;
[[nodiscard]] bool IsTrigger () const noexcept;
[[nodiscard]] Type GetType () const noexcept;
[[nodiscard]] const SHCollisionTag& GetCollisionTag () const noexcept;
[[nodiscard]] float GetFriction () const noexcept;
[[nodiscard]] float GetBounciness () const noexcept;
[[nodiscard]] float GetDensity () const noexcept;
[[nodiscard]] const SHPhysicsMaterial& GetMaterial () const noexcept;
[[nodiscard]] const SHVec3& GetPositionOffset () const noexcept;
[[nodiscard]] const SHVec3& GetRotationOffset () const noexcept;
[[nodiscard]] const SHShape* GetShape () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetBoundingBox (const SHVec3& halfExtents);
void SetBoundingSphere (float radius);
void SetIsTrigger (bool isTrigger) noexcept;
void SetCollisionTag (SHCollisionTag* newCollisionTag) noexcept;
void SetFriction (float friction) noexcept;
void SetBounciness (float bounciness) noexcept;
void SetDensity (float density) noexcept;
void SetMaterial (const SHPhysicsMaterial& newMaterial) noexcept;
void SetPositionOffset (const SHVec3& posOffset) noexcept;
void SetRotationOffset (const SHVec3& rotOffset) noexcept;
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
Type type;
EntityID entityID; // The entity this collider belongs to
bool isTrigger;
bool dirty;
SHShape* shape;
SHPhysicsMaterial material;
SHVec3 positionOffset;
SHVec3 rotationOffset;
SHCollisionTag* collisionTag;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
void CopyShape(const SHShape* rhs);
RTTR_ENABLE()
};
} // namespace SHADE

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