Fixed bug where collider offsets were not recomputed

This commit is contained in:
Diren D Bharwani 2022-12-16 15:03:55 +08:00
parent 2bd90e7c14
commit a6e1064e64
6 changed files with 135 additions and 38 deletions

View File

@ -95,6 +95,15 @@ namespace SHADE
return flags & FLAG_VALUE;
}
bool SHCollisionShape::IsDirty() const noexcept
{
static constexpr int FLAG_POS = 6;
static constexpr uint8_t FLAG_VALUE = 1U << FLAG_POS;
return flags & FLAG_VALUE;
}
const SHCollisionTag& SHCollisionShape::GetCollisionTag() const noexcept
{
return *collisionTag;
@ -116,21 +125,25 @@ namespace SHADE
void SHCollisionShape::SetDensity(float density) noexcept
{
setDirty(true);
material.SetDensity(density);
}
void SHCollisionShape::SetMaterial(const SHPhysicsMaterial& newMaterial) noexcept
{
setDirty(true);
material = newMaterial;
}
void SHCollisionShape::SetPositionOffset(const SHVec3& posOffset) noexcept
{
setDirty(true);
positionOffset = posOffset;
}
void SHCollisionShape::SetRotationOffset(const SHVec3& rotOffset) noexcept
{
setDirty(true);
rotationOffset = rotOffset;
}
@ -147,10 +160,28 @@ namespace SHADE
collisionTag = newCollisionTag;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionShape::ClearDirty() noexcept
{
setDirty(false);
}
/*-----------------------------------------------------------------------------------*/
/* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
void SHCollisionShape::setDirty(bool isDirty) noexcept
{
static constexpr int FLAG_POS = 6;
static constexpr uint8_t FLAG_VALUE = 1U << FLAG_POS;
isDirty ? flags |= FLAG_VALUE : flags &= ~FLAG_VALUE;
}
} // namespace SHADE
RTTR_REGISTRATION

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@ -91,6 +91,7 @@ namespace SHADE
[[nodiscard]] Type GetType () const noexcept;
[[nodiscard]] bool IsTrigger () const noexcept;
[[nodiscard]] bool IsColliding () const noexcept;
[[nodiscard]] bool IsDirty () const noexcept;
[[nodiscard]] const SHCollisionTag& GetCollisionTag () const noexcept;
@ -107,6 +108,7 @@ namespace SHADE
void SetRotationOffset (const SHVec3& rotOffset) noexcept;
// Flags
void SetIsTrigger (bool isTrigger) noexcept;
void SetCollisionTag (SHCollisionTag* newCollisionTag) noexcept;
@ -115,6 +117,12 @@ namespace SHADE
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Clears the dirty flag of the collider.
*/
void ClearDirty () noexcept;
[[nodiscard]] virtual SHMatrix GetInertiaTensor (float mass) const noexcept = 0;
protected:
@ -129,10 +137,17 @@ namespace SHADE
SHVec3 positionOffset;
SHVec3 rotationOffset;
uint8_t flags; // 0 0 wasColliding isColliding trigger capsule sphere box
uint8_t flags; // 0 dirty wasColliding isColliding trigger capsule sphere box
SHCollisionTag* collisionTag;
RTTR_ENABLE()
private:
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
void setDirty (bool isDirty) noexcept;
};
} // namespace SHADE

View File

@ -37,7 +37,7 @@ namespace SHADE
* @brief
* Encapsulate a Sphere Collision Shape used for Physics Simulations.
*/
class SH_API SHSphereCollisionShape : public SHCollisionShape
class SH_API SHSphereCollisionShape final : public SHCollisionShape
, private SHSphere
{
private:

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@ -30,6 +30,7 @@ namespace SHADE
: entityID { eid }
, shapeIDCounter { 0 }
, debugDraw { false }
, dirty { true }
, rigidBody { nullptr }
, shapeFactory { nullptr }
, transform { worldTransform }
@ -41,6 +42,7 @@ namespace SHADE
: entityID { rhs.entityID }
, shapeIDCounter { rhs.shapeIDCounter }
, debugDraw { rhs.debugDraw }
, dirty { rhs.dirty }
, rigidBody { rhs.rigidBody }
, shapeFactory { rhs.shapeFactory }
, transform { rhs.transform }
@ -58,6 +60,7 @@ namespace SHADE
: entityID { rhs.entityID }
, shapeIDCounter { rhs.shapeIDCounter }
, debugDraw { rhs.debugDraw }
, dirty { rhs.dirty }
, rigidBody { rhs.rigidBody }
, shapeFactory { rhs.shapeFactory }
, transform { rhs.transform }
@ -100,6 +103,7 @@ namespace SHADE
entityID = rhs.entityID;
debugDraw = rhs.debugDraw;
dirty = rhs.dirty;
rigidBody = rhs.rigidBody;
shapeFactory = rhs.shapeFactory;
transform = rhs.transform;
@ -119,6 +123,7 @@ namespace SHADE
entityID = rhs.entityID;
debugDraw = rhs.debugDraw;
dirty = rhs.dirty;
rigidBody = rhs.rigidBody;
shapeFactory = rhs.shapeFactory;
transform = rhs.transform;
@ -201,21 +206,25 @@ namespace SHADE
void SHCollider::SetTransform(const SHTransform& newTransform) noexcept
{
dirty = true;
transform = newTransform;
}
void SHCollider::SetPosition(const SHVec3& newPosition) noexcept
{
dirty = true;
transform.position = newPosition;
}
void SHCollider::SetOrientation(const SHQuaternion& newOrientation) noexcept
{
dirty = true;
transform.orientation = newOrientation;
}
void SHCollider::SetScale(const SHVec3& newScale) noexcept
{
dirty = true;
transform.scale = newScale;
}
@ -284,6 +293,28 @@ namespace SHADE
return static_cast<int>(shapes.size());
}
void SHCollider::Update()
{
// Forcefully recompute everything since the transform was changed
if (dirty)
{
RecomputeShapes();
dirty = false;
return;
}
// Recompute any shapes set to dirty
for (auto* shape : shapes)
{
if (shape->IsDirty())
{
recomputeShape(shape);
shape->ClearDirty();
}
}
}
void SHCollider::RemoveCollisionShape(int index)
{
if (!shapeFactory)
@ -329,25 +360,7 @@ namespace SHADE
void SHCollider::RecomputeShapes() noexcept
{
for (auto* shape : shapes)
{
switch (shape->GetType())
{
case SHCollisionShape::Type::SPHERE:
{
recomputeSphere(dynamic_cast<SHSphereCollisionShape*>(shape));
break;
}
case SHCollisionShape::Type::BOX:
{
break;
}
case SHCollisionShape::Type::CAPSULE:
{
break;
}
default: break;
}
}
recomputeShape(shape);
}
/*-----------------------------------------------------------------------------------*/
@ -403,6 +416,33 @@ namespace SHADE
++shapeIDCounter;
}
void SHCollider::recomputeShape(SHCollisionShape* shape) noexcept
{
if (!shape)
{
SHLOGV_ERROR_D("Shape missing from Collider {}", entityID)
return;
}
switch (shape->GetType())
{
case SHCollisionShape::Type::SPHERE:
{
recomputeSphere(dynamic_cast<SHSphereCollisionShape*>(shape));
break;
}
case SHCollisionShape::Type::BOX:
{
break;
}
case SHCollisionShape::Type::CAPSULE:
{
break;
}
default: break;
}
}
void SHCollider::recomputeSphere(SHSphereCollisionShape* sphere) noexcept
{
// Recompute world radius

View File

@ -132,6 +132,12 @@ namespace SHADE
// TODO: Add Box & Capsule
/**
* @brief
* Recomputes any shapes that were set to dirty.
*/
void Update ();
/**
* @brief
* Removes a shape from the container. Removal reduces the size of the container.
@ -158,6 +164,7 @@ namespace SHADE
uint32_t shapeIDCounter; // This increments everytime a shape is added to differentiate shapes.
bool debugDraw;
bool dirty;
SHRigidBody* rigidBody;
SHCollisionShapeFactory* shapeFactory;
@ -173,6 +180,7 @@ namespace SHADE
void copyShapes (const SHCollider& rhsCollider);
void copyShape (const SHCollisionShape* rhsShape);
void recomputeShape (SHCollisionShape* shape) noexcept;
void recomputeSphere (SHSphereCollisionShape* sphere) noexcept;
};

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@ -41,7 +41,7 @@ namespace SHADE
{
const auto* TRANSFORM_COMPONENT = SHComponentManager::GetComponent_s<SHTransformComponent>(entityID);
if (!TRANSFORM_COMPONENT || !TRANSFORM_COMPONENT->HasChanged())
if (!TRANSFORM_COMPONENT)
continue;
const SHVec3& WORLD_POS = TRANSFORM_COMPONENT->GetWorldPosition();
@ -50,7 +50,7 @@ namespace SHADE
// We assume that all engine components and physics object components have been successfully linked
if (physicsObject.rigidBody)
if (physicsObject.rigidBody && TRANSFORM_COMPONENT->HasChanged())
{
SHMotionState& motionState = physicsObject.rigidBody->GetMotionState();
@ -59,12 +59,15 @@ namespace SHADE
}
if (physicsObject.collider)
{
if (TRANSFORM_COMPONENT->HasChanged())
{
physicsObject.collider->SetPosition(WORLD_POS);
physicsObject.collider->SetOrientation(WORLD_ROT);
physicsObject.collider->SetScale(WORLD_SCL);
}
physicsObject.collider->RecomputeShapes();
physicsObject.collider->Update();
}
}
}