Moved commits over to C# Branch

This commit is contained in:
Kah Wei 2022-10-31 21:39:25 +08:00
commit a6a8700b82
10 changed files with 444 additions and 14 deletions

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@ -0,0 +1,53 @@
/************************************************************************************//*!
\file SHPhysicsSystemInterface.cpp
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 31, 2022
\brief Contains the definitions of the functions of the static
SHPhysicsSystemInterface class.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "SHPhysicsSystemInterface.h"
// Project Includes
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Physics/SHPhysicsSystem.h"
#include "Physics/SHPhysicsUtils.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Static Usage Functions */
/*-----------------------------------------------------------------------------------*/
const std::vector<SHCollisionEvent>& SHPhysicsSystemInterface::GetCollisionInfo() noexcept
{
static std::vector<SHCollisionEvent> emptyVec;
auto phySystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (phySystem)
{
return phySystem->GetCollisionInfo();
}
SHLOG_WARNING("[SHPhysicsSystemInterface] Failed to get collision events. Empty vector returned instead.");
return emptyVec;
}
const std::vector<SHCollisionEvent>& SHPhysicsSystemInterface::GetTriggerInfo() noexcept
{
static std::vector<SHCollisionEvent> emptyVec;
auto phySystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (phySystem)
{
return phySystem->GetTriggerInfo();
}
SHLOG_WARNING("[SHPhysicsSystemInterface] Failed to get trigger events. Empty vector returned instead.");
return emptyVec;
}
}

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@ -0,0 +1,45 @@
/************************************************************************************//*!
\file SHPhysicsSystemInterface.h
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 31, 2022
\brief Contains the definition of the SHGraphicsSystemInterface static class.
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
// STL Includes
#include <vector>
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHCollisionEvent;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/// <summary>
/// Static class that wraps up certain functions in the SHPhysicsSystem so that
/// accessing it from SHADE_Managed would not cause issues due to C++20 features.
/// </summary>
class SH_API SHPhysicsSystemInterface final
{
public:
/*---------------------------------------------------------------------------------*/
/* Constructor */
/*---------------------------------------------------------------------------------*/
SHPhysicsSystemInterface() = delete;
/*---------------------------------------------------------------------------------*/
/* Static Usage Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] static const std::vector<SHCollisionEvent>& GetCollisionInfo() noexcept;
[[nodiscard]] static const std::vector<SHCollisionEvent>& GetTriggerInfo() noexcept;
};
}

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@ -80,7 +80,10 @@ namespace SHADE
{
csScriptsExecuteFixedUpdate();
}
void SHScriptEngine::ExecuteCollisionFunctions()
{
csScriptsExecutePhysicsEvents();
}
void SHScriptEngine::Exit()
{
// Do not allow deinitialization if not initialised
@ -377,6 +380,12 @@ namespace SHADE
DEFAULT_CSHARP_NAMESPACE + ".ScriptStore",
"ExecuteLateUpdate"
);
csScriptsExecutePhysicsEvents = dotNet.GetFunctionPtr<CsFuncPtr>
(
DEFAULT_CSHARP_LIB_NAME,
DEFAULT_CSHARP_NAMESPACE + ".ScriptStore",
"ExecuteCollisionFunctions"
);
csScriptsFrameCleanUp = dotNet.GetFunctionPtr<CsFuncPtr>
(
DEFAULT_CSHARP_LIB_NAME,

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@ -98,6 +98,11 @@ namespace SHADE
/// </summary>
void ExecuteFixedUpdates();
/// <summary>
/// Executes the OnCollision*()s and OnTrigger*()s of the Scripts that are attached
/// to Entities.
/// </summary>
void ExecuteCollisionFunctions();
/// <summary>
/// Shuts down the DotNetRuntime.
/// </summary>
void Exit() override;
@ -245,6 +250,7 @@ namespace SHADE
CsFuncPtr csScriptsExecuteFixedUpdate = nullptr;
CsFuncPtr csScriptsExecuteUpdate = nullptr;
CsFuncPtr csScriptsExecuteLateUpdate = nullptr;
CsFuncPtr csScriptsExecutePhysicsEvents = nullptr;
CsFuncPtr csScriptsFrameCleanUp = nullptr;
CsScriptManipFuncPtr csScriptsAdd = nullptr;
CsScriptBasicFuncPtr csScriptsRemoveAll = nullptr;

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@ -0,0 +1,36 @@
/************************************************************************************//*!
\file CollisionInfo.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 31, 2022
\brief Contains the definition of the functions of the managed CollisionInfo
struct.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#include "SHpch.h"
#include "CollisionInfo.hxx"
#include "Components/RigidBody.hxx"
#include "Components/Collider.hxx"
namespace SHADE
{
Collider^ CollisionInfo::Collider::get()
{
return GameObject.GetComponent<SHADE::Collider^>();
}
CollisionShape^ CollisionInfo::CollisionShape::get()
{
throw gcnew System::NotImplementedException();
}
RigidBody^ CollisionInfo::RigidBody::get()
{
return GameObject.GetComponent<SHADE::RigidBody^>();
}
}

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@ -0,0 +1,66 @@
/************************************************************************************//*!
\file CollisionInfo.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 31, 2022
\brief Contains the definition of the managed CollisionInfo struct with the
definition of its properties and declaration of functions.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// Project Includes
#include "Engine/GameObject.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Forward Declarations */
/*---------------------------------------------------------------------------------*/
ref class RigidBody;
ref class Collider;
ref class CollisionShape;
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Struct that describes a collision
/// </summary>
public value struct CollisionInfo
{
public:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// The GameObject whose collider you are colliding with.
/// </summary>
property GameObject GameObject;
/// <summary>
/// The Collider that you are colliding with.
/// </summary>
property Collider^ Collider
{
SHADE::Collider^ get();
}
/// <summary>
/// The CollisionShape of the Collider that you are colliding with.
/// </summary>
property CollisionShape^ CollisionShape
{
SHADE::CollisionShape^ get();
}
/// <summary>
/// The RigidBody that you are colliding with.
/// </summary>
property RigidBody^ RigidBody
{
SHADE::RigidBody^ get();
}
};
}

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@ -147,6 +147,48 @@ namespace SHADE
SAFE_NATIVE_CALL_END(this)
}
void Script::OnCollisionEnter(CollisionInfo collision)
{
SAFE_NATIVE_CALL_BEGIN
onCollisionEnter(collision);
SAFE_NATIVE_CALL_END(this)
}
void Script::OnCollisionStay(CollisionInfo collision)
{
SAFE_NATIVE_CALL_BEGIN
onCollisionStay(collision);
SAFE_NATIVE_CALL_END(this)
}
void Script::OnCollisionExit(CollisionInfo collision)
{
SAFE_NATIVE_CALL_BEGIN
onCollisionExit(collision);
SAFE_NATIVE_CALL_END(this)
}
void Script::OnTriggerEnter(CollisionInfo collision)
{
SAFE_NATIVE_CALL_BEGIN
onTriggerEnter(collision);
SAFE_NATIVE_CALL_END(this)
}
void Script::OnTriggerStay(CollisionInfo collision)
{
SAFE_NATIVE_CALL_BEGIN
onTriggerStay(collision);
SAFE_NATIVE_CALL_END(this)
}
void Script::OnTriggerExit(CollisionInfo collision)
{
SAFE_NATIVE_CALL_BEGIN
onTriggerExit(collision);
SAFE_NATIVE_CALL_END(this)
}
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
@ -169,4 +211,14 @@ namespace SHADE
void Script::update() {}
void Script::lateUpdate() {}
void Script::onDestroy() {}
}// namespace PlushieAPI
/*---------------------------------------------------------------------------------*/
/* Virtual Event Functions */
/*---------------------------------------------------------------------------------*/
void Script::onTriggerEnter(CollisionInfo) {}
void Script::onTriggerStay(CollisionInfo) {}
void Script::onTriggerExit(CollisionInfo) {}
void Script::onCollisionEnter(CollisionInfo) {}
void Script::onCollisionStay(CollisionInfo) {}
void Script::onCollisionExit(CollisionInfo) {}
}

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@ -15,6 +15,7 @@ of DigiPen Institute of Technology is prohibited.
// Project Includes
#include "Engine/GameObject.hxx"
#include "Physics/CollisionInfo.hxx"
namespace SHADE
{
@ -213,6 +214,46 @@ namespace SHADE
/// </summary>
void OnDestroy();
/*-----------------------------------------------------------------------------*/
/* Event Functions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Used to call onCollisionEnter(). This should be called when a collision is
/// detected between the attached GameObject and another GameObject.
/// </summary>
/// <param name="collision">Information on the collision event.</param>
void OnCollisionEnter(CollisionInfo collision);
/// <summary>
/// Used to call onCollisionStay(). This should be called when a collision is
/// persistent between the attached GameObject and another GameObject.
/// </summary>
/// <param name="collision">Information on the collision event.</param>
void OnCollisionStay(CollisionInfo collision);
/// <summary>
/// Used to call onCollisionExit(). This should be called when a collision ends
/// between the attached GameObject and another GameObject.
/// </summary>
/// <param name="collision">Information on the collision event.</param>
void OnCollisionExit(CollisionInfo collision);
/// <summary>
/// Used to call onTriggerEnter(). This should be called when a trigger-type
/// collision is detected between the attached GameObject and another GameObject.
/// </summary>
/// <param name="collision">Information on the collision event.</param>
void OnTriggerEnter(CollisionInfo collision);
/// <summary>
/// Used to call onTriggerStay(). This should be called when a trigger-type
/// collision is detected between the attached GameObject and another GameObject.
/// </summary>
/// <param name="collision">Information on the collision event.</param>
void OnTriggerStay(CollisionInfo collision);
/// <summary>
/// Used to call onTriggerExit(). This should be called when a trigger-type
/// collision is detected between the attached GameObject and another GameObject.
/// </summary>
/// <param name="collision">Information on the collision event.</param>
void OnTriggerExit(CollisionInfo collision);
protected:
/*-----------------------------------------------------------------------------*/
/* Constructors */
@ -273,6 +314,46 @@ namespace SHADE
/// </summary>
virtual void onDestroy();
/*-----------------------------------------------------------------------------*/
/* Virtual Event Functions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Called when the attached GameObject has a trigger Collider and collides with
/// another GameObject with a Collider in the first frame of collision.
/// </summary>
/// <param name="info">Information on the collision event.</param>
virtual void onTriggerEnter(CollisionInfo info);
/// <summary>
/// Called when the attached GameObject has a trigger Collider and collides with
/// another GameObject with a Collider in subsequent frames of collision.
/// </summary>
/// <param name="info">Information on the collision event.</param>
virtual void onTriggerStay(CollisionInfo info);
/// <summary>
/// Called when the attached GameObject has a trigger Collider and leaves a
/// collision with another GameObject with a Collider2D.
/// </summary>
/// <param name="info">Information on the collision event.</param>
virtual void onTriggerExit(CollisionInfo info);
/// <summary>
/// Called when the attached GameObject has a Collider and collides with
/// another GameObject with a Collider in the first frame of collision.
/// </summary>
/// <param name="info">Information on the collision event.</param>
virtual void onCollisionEnter(CollisionInfo info);
/// <summary>
/// Called when the attached GameObject has a Collider and collides with
/// another GameObject with a Collider in subsequent frames of collision.
/// </summary>
/// <param name="info">Information on the collision event.</param>
virtual void onCollisionStay(CollisionInfo info);
/// <summary>
/// Called when the attached GameObject has a Collider and leaves a
/// collision with another GameObject with a Collider2D.
/// </summary>
/// <param name="info">Information on the collision event.</param>
virtual void onCollisionExit(CollisionInfo info);
private:
/*-----------------------------------------------------------------------------*/
/* Data Members */
@ -280,4 +361,4 @@ namespace SHADE
GameObject owner;
};
} // namespace PlushieAPI
}

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@ -28,6 +28,8 @@ of DigiPen Institute of Technology is prohibited.
#include "Engine/Entity.hxx"
#include "Serialisation/ReflectionUtilities.hxx"
#include "Engine/Application.hxx"
#include "Physics/SHPhysicsSystemInterface.h"
#include "Physics/SHPhysicsUtils.h"
namespace SHADE
{
@ -71,7 +73,7 @@ namespace SHADE
SAFE_NATIVE_CALL_BEGIN
Script^ script;
return AddScriptViaNameWithRef(entity, scriptName, script);
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore")
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
return false;
}
@ -301,7 +303,7 @@ namespace SHADE
removeScript(script);
}
scriptList->Clear();
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore")
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
}
void ScriptStore::RemoveAllScriptsImmediately(Entity entity, bool callOnDestroy)
{
@ -326,7 +328,7 @@ namespace SHADE
startList.Remove(script);
}
scriptList->Clear();
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore")
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
}
/*---------------------------------------------------------------------------------*/
@ -365,7 +367,7 @@ namespace SHADE
startList.AddRange(%inactiveStartList);
inactiveStartList.Clear();
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore")
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
}
void ScriptStore::FrameCleanUp()
{
@ -386,7 +388,7 @@ namespace SHADE
scripts.Remove(entity);
}
}
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore")
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
}
void ScriptStore::Exit()
{
@ -410,7 +412,7 @@ namespace SHADE
startList.Clear();
disposalQueue.Clear();
scriptTypeList = nullptr;
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore")
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
}
/*---------------------------------------------------------------------------------*/
@ -439,7 +441,7 @@ namespace SHADE
script->FixedUpdate();
}
}
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore")
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
}
void ScriptStore::ExecuteUpdate()
{
@ -456,7 +458,7 @@ namespace SHADE
script->Update();
}
}
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore")
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
}
void ScriptStore::ExecuteLateUpdate()
{
@ -473,7 +475,83 @@ namespace SHADE
script->LateUpdate();
}
}
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore")
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
}
void ScriptStore::ExecuteCollisionFunctions()
{
SAFE_NATIVE_CALL_BEGIN
/* Collisions */
const auto& collisions = SHPhysicsSystemInterface::GetCollisionInfo();
for (const auto& collisionInfo : collisions)
{
const EntityID OWNER = collisionInfo.GetEntityA();
// Don't bother if this object has no scripts or is inactive
if (!isEntityActive(OWNER) || !scripts.ContainsKey(OWNER))
continue;
// Construct the collision state object
CollisionInfo info;
info.GameObject = GameObject(OWNER);
// Call all of the script's functions
auto entityScripts = scripts[OWNER];
if (entityScripts->Count > 0)
{
for each (Script^ script in entityScripts)
{
switch (collisionInfo.GetCollisionState())
{
case SHCollisionEvent::State::ENTER:
script->OnCollisionEnter(info);
break;
case SHCollisionEvent::State::STAY:
script->OnCollisionStay(info);
break;
case SHCollisionEvent::State::EXIT:
script->OnCollisionExit(info);
break;
}
}
}
}
/* Triggers */
const auto& triggers = SHPhysicsSystemInterface::GetTriggerInfo();
for (const auto& triggerInfo : triggers)
{
const EntityID OWNER = triggerInfo.GetEntityA();
// Don't bother if this object has no scripts or is inactive
if (!isEntityActive(OWNER) || !scripts.ContainsKey(OWNER))
continue;
// Construct the collision state object
CollisionInfo info;
info.GameObject = GameObject(OWNER);
// Call all of the script's functions
auto entityScripts = scripts[OWNER];
if (entityScripts->Count > 0)
{
for each (Script ^ script in entityScripts)
{
switch (triggerInfo.GetCollisionState())
{
case SHCollisionEvent::State::ENTER:
script->OnTriggerEnter(info);
break;
case SHCollisionEvent::State::STAY:
script->OnTriggerStay(info);
break;
case SHCollisionEvent::State::EXIT:
script->OnTriggerExit(info);
break;
}
}
}
}
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
}
bool ScriptStore::SerialiseScripts(Entity entity, System::IntPtr yamlNodePtr)
@ -509,7 +587,7 @@ namespace SHADE
}
return true;
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore")
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
return false;
}
@ -559,7 +637,7 @@ namespace SHADE
}
return true;
SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore")
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
return false;
}

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@ -233,6 +233,10 @@ namespace SHADE
/// Executes LateUpdate() for all scripts.
/// </summary>
static void ExecuteLateUpdate();
/// <summary>
/// Executes OnCollision*() and OnTrigger*() for all scripts.
/// </summary>
static void ExecuteCollisionFunctions();
/*-----------------------------------------------------------------------------*/
/* Serialisation Functions */